Log session start time Sun Oct 16 17:06:03 EEST 2011

Time Thread Level Category Message
0 GUI INFO memory Ignore invalid memory access: false
66 GUI DEBUG memory Using jpcsp.memory.SafeFastMemory
195 GUI INFO emu WARNING: Found unknown Windows version: Windows 7
196 GUI INFO emu Attempting to use default windows plug-in.
196 GUI INFO emu Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
269 GUI INFO controller Using default controller 'Dual Trigger 3-in-1'
631 GUI INFO ge Using RenderingEngineLwjgl31
632 GUI INFO ge OpenGL version: 4.1.11079 Compatibility Profile Context
633 GUI INFO ge Shading Language version: 4.10
633 GUI INFO ge GL_CONTEXT_FLAGS; 0x0
633 GUI INFO ge GL_CONTEXT_PROFILE_MASK: 0x2 (GL_CONTEXT_COMPATIBILITY_PROFILE_BIT)
4987 GUI INFO emu Java version: 1.6.0_26 (1.6.0_26-b03)
4988 GUI INFO emu Jpcsp v0.6 2349
4989 GUI INFO emu UMD param.sfo : BOOTABLE = 1 CATEGORY = UG DISC_ID = UCJS10041 DISC_NUMBER = 1 DISC_TOTAL = 1 DISC_VERSION = 1.00 PARENTAL_LEVEL = 1 PSP_SYSTEM_VER = 1.50 REGION = 32768 TITLE = Cube sample probably homebrew? false
4996 GUI DEBUG hle Loading HLE firmware up to version 150
5055 GUI DEBUG runtime RuntimeContext.reset
5057 GUI INFO compiler Compiler MethodMaxInstructions: 500
5256 GUI DEBUG hle Loading HLE firmware up to version 150
5285 GUI DEBUG loader Loader: Relocation required (PRX)
5285 GUI DEBUG loader PH#0: loading program 08804000 - 0880D838 - 08915F00
5287 GUI DEBUG loader PH alloc consumption 00111F00 (mem 001086C8)
5287 GUI DEBUG loader .sbss: ignoring zero-length type 8 section 0880D838
5287 GUI DEBUG loader .bss: clearing section 0880D840 - 08915F00 (len 001086C0)
5288 GUI DEBUG loader .rel.text: relocating 1211 entries
5292 GUI DEBUG loader .rel.init: relocating 2 entries
5292 GUI DEBUG loader .rel.fini: relocating 1 entries
5292 GUI DEBUG loader .rel.lib.ent: relocating 1 entries
5292 GUI DEBUG loader .rel.lib.stub: relocating 24 entries
5292 GUI DEBUG loader .rel.rodata.sceModuleInfo: relocating 5 entries
5293 GUI DEBUG loader .rel.rodata.sceResident: relocating 2 entries
5293 GUI DEBUG loader .rel.rodata: relocating 30 entries
5293 GUI DEBUG loader .rel.data: relocating 266 entries
5293 GUI DEBUG loader .rel.sdata: relocating 2 entries
5294 GUI INFO loader Found ModuleInfo name:'Cube Sample' version:0101 attr:00000000 gp:08815820
5295 GUI DEBUG loader Reserving 0x111F00 bytes at 0x08804000 for module 'disc0:/PSP_GAME/SYSDIR/BOOT.BIN'
5295 GUI DEBUG hle.SysMemUserForUser malloc partition=2, type=PSP_SMEM_Addr, size=0x111F00, addr=0x08804000: returns 0x08804000
5296 GUI DEBUG loader Processing Import #0: sceDisplay s_modulename 0880A084 s_version 0000 s_flags 4001 s_size 0005 s_imports 0003 s_nid 0880A128 s_text 08809E78
5297 GUI DEBUG loader Processing Import #1: sceGe_user s_modulename 0880A094 s_version 0000 s_flags 4001 s_size 0005 s_imports 0007 s_nid 0880A134 s_text 08809E90
5297 GUI DEBUG loader Processing Import #2: IoFileMgrForUser s_modulename 0880A0A4 s_version 0000 s_flags 4001 s_size 0005 s_imports 0003 s_nid 0880A150 s_text 08809EC8
5298 GUI DEBUG loader Processing Import #3: ModuleMgrForUser s_modulename 0880A0BC s_version 0000 s_flags 4001 s_size 0005 s_imports 0001 s_nid 0880A15C s_text 08809EE0
5298 GUI DEBUG loader Processing Import #4: StdioForUser s_modulename 0880A0D4 s_version 0000 s_flags 4001 s_size 0005 s_imports 0003 s_nid 0880A160 s_text 08809EE8
5299 GUI DEBUG loader Processing Import #5: SysMemUserForUser s_modulename 0880A0E8 s_version 0000 s_flags 4000 s_size 0005 s_imports 0004 s_nid 0880A16C s_text 08809F00
5299 GUI DEBUG loader Processing Import #6: ThreadManForUser s_modulename 0880A100 s_version 0000 s_flags 4001 s_size 0005 s_imports 0008 s_nid 0880A17C s_text 08809F20
5300 GUI DEBUG loader Processing Import #7: LoadExecForUser s_modulename 0880A118 s_version 0000 s_flags 4001 s_size 0005 s_imports 0002 s_nid 0880A19C s_text 08809F60
5300 GUI INFO loader Found 31 unresolved imports
5301 GUI DEBUG loader Processing header #0 at 0x08809F74: Cube Sample modulename 00000000 version 0000 attr 8000 size 04 vcount 01 fcount 0001 resident 0880A070
5301 GUI DEBUG loader module_start found: nid=0xD632ACDB, function=0x088040AC
5301 GUI DEBUG loader module_info found: nid=0xF01D73A7, addr=0x0880A030
5302 GUI INFO loader 31 NIDS mapped
5303 GUI DEBUG hle.SysMemUserForUser malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
5303 GUI DEBUG hle.SysMemUserForUser malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
5304 GUI DEBUG hle.SysMemUserForUser free SysMemInfo[addr=0x09FFFE00-0x0A000000, uid=5, partition=2, name='ThreadMan-Stack-0x4-idle0', type=PSP_SMEM_High, size=0x200 (allocated=0x200)]
5304 GUI DEBUG hle.SysMemUserForUser malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
5304 GUI DEBUG hle.SysMemUserForUser free SysMemInfo[addr=0x09FFFE00-0x0A000000, uid=7, partition=2, name='ThreadMan-Stack-0x6-idle1', type=PSP_SMEM_High, size=0x200 (allocated=0x200)]
5305 GUI INFO hle.ThreadManForUser Audio threads disabled: false
5533 GUI DEBUG hle.sceDisplay Available Display Mode #0 = 800 x 600 x 32 @75Hz
5533 GUI DEBUG hle.sceDisplay Available Display Mode #1 = 1280 x 768 x 32 @75Hz
5533 GUI DEBUG hle.sceDisplay Available Display Mode #2 = 720 x 576 x 32 @56Hz
5533 GUI DEBUG hle.sceDisplay Available Display Mode #3 = 800 x 600 x 32 @72Hz
5533 GUI DEBUG hle.sceDisplay Available Display Mode #4 = 720 x 576 x 32 @60Hz
5534 GUI DEBUG hle.sceDisplay Available Display Mode #5 = 640 x 480 x 16 @67Hz
5534 GUI DEBUG hle.sceDisplay Available Display Mode #6 = 1280 x 720 x 16 @59Hz
5534 GUI DEBUG hle.sceDisplay Available Display Mode #7 = 1280 x 720 x 16 @60Hz
5534 GUI DEBUG hle.sceDisplay Available Display Mode #8 = 1152 x 864 x 32 @60Hz
5534 GUI DEBUG hle.sceDisplay Available Display Mode #9 = 640 x 480 x 16 @72Hz
5534 GUI DEBUG hle.sceDisplay Available Display Mode #10 = 640 x 480 x 16 @75Hz
5535 GUI DEBUG hle.sceDisplay Available Display Mode #11 = 1280 x 1024 x 32 @60Hz
5535 GUI DEBUG hle.sceDisplay Available Display Mode #12 = 1280 x 960 x 16 @60Hz
5535 GUI DEBUG hle.sceDisplay Available Display Mode #13 = 1280 x 800 x 16 @75Hz
5535 GUI DEBUG hle.sceDisplay Available Display Mode #14 = 1024 x 768 x 32 @75Hz
5535 GUI DEBUG hle.sceDisplay Available Display Mode #15 = 720 x 480 x 32 @60Hz
5535 GUI DEBUG hle.sceDisplay Available Display Mode #16 = 720 x 480 x 32 @56Hz
5536 GUI DEBUG hle.sceDisplay Available Display Mode #17 = 1024 x 768 x 32 @70Hz
5536 GUI DEBUG hle.sceDisplay Available Display Mode #18 = 1024 x 768 x 16 @75Hz
5536 GUI DEBUG hle.sceDisplay Available Display Mode #19 = 1280 x 800 x 32 @75Hz
5536 GUI DEBUG hle.sceDisplay Available Display Mode #20 = 720 x 480 x 16 @60Hz
5536 GUI DEBUG hle.sceDisplay Available Display Mode #21 = 1024 x 768 x 16 @70Hz
5536 GUI DEBUG hle.sceDisplay Available Display Mode #22 = 720 x 480 x 16 @56Hz
5537 GUI DEBUG hle.sceDisplay Available Display Mode #23 = 800 x 600 x 16 @72Hz
5537 GUI DEBUG hle.sceDisplay Available Display Mode #24 = 1280 x 768 x 16 @75Hz
5537 GUI DEBUG hle.sceDisplay Available Display Mode #25 = 720 x 576 x 16 @56Hz
5537 GUI DEBUG hle.sceDisplay Available Display Mode #26 = 800 x 600 x 16 @75Hz
5537 GUI DEBUG hle.sceDisplay Available Display Mode #27 = 640 x 480 x 32 @67Hz
5538 GUI DEBUG hle.sceDisplay Available Display Mode #28 = 720 x 576 x 16 @60Hz
5538 GUI DEBUG hle.sceDisplay Available Display Mode #29 = 1280 x 720 x 32 @59Hz
5538 GUI DEBUG hle.sceDisplay Available Display Mode #30 = 1280 x 1024 x 16 @60Hz
5538 GUI DEBUG hle.sceDisplay Available Display Mode #31 = 1280 x 960 x 32 @60Hz
5538 GUI DEBUG hle.sceDisplay Available Display Mode #32 = 640 x 480 x 32 @75Hz
5538 GUI DEBUG hle.sceDisplay Available Display Mode #33 = 640 x 480 x 32 @72Hz
5539 GUI DEBUG hle.sceDisplay Available Display Mode #34 = 1280 x 720 x 32 @60Hz
5539 GUI DEBUG hle.sceDisplay Available Display Mode #35 = 1152 x 864 x 16 @60Hz
5539 GUI DEBUG hle.sceDisplay Available Display Mode #36 = 1280 x 768 x 16 @60Hz
5539 GUI DEBUG hle.sceDisplay Available Display Mode #37 = 800 x 600 x 16 @60Hz
5539 GUI DEBUG hle.sceDisplay Available Display Mode #38 = 720 x 576 x 16 @72Hz
5539 GUI DEBUG hle.sceDisplay Available Display Mode #39 = 720 x 576 x 16 @75Hz
5540 GUI DEBUG hle.sceDisplay Available Display Mode #40 = 800 x 600 x 16 @56Hz
5540 GUI DEBUG hle.sceDisplay Available Display Mode #41 = 1280 x 1024 x 16 @75Hz
5540 GUI DEBUG hle.sceDisplay Available Display Mode #42 = 1280 x 960 x 32 @75Hz
5540 GUI DEBUG hle.sceDisplay Available Display Mode #43 = 640 x 480 x 32 @60Hz
5540 GUI DEBUG hle.sceDisplay Available Display Mode #44 = 1280 x 720 x 32 @75Hz
5540 GUI DEBUG hle.sceDisplay Available Display Mode #45 = 1152 x 864 x 16 @75Hz
5541 GUI DEBUG hle.sceDisplay Available Display Mode #46 = 1024 x 768 x 16 @60Hz
5541 GUI DEBUG hle.sceDisplay Available Display Mode #47 = 1280 x 800 x 32 @60Hz
5541 GUI DEBUG hle.sceDisplay Available Display Mode #48 = 720 x 480 x 16 @72Hz
5541 GUI DEBUG hle.sceDisplay Available Display Mode #49 = 720 x 480 x 16 @75Hz
5541 GUI DEBUG hle.sceDisplay Available Display Mode #50 = 1280 x 800 x 16 @60Hz
5541 GUI DEBUG hle.sceDisplay Available Display Mode #51 = 1024 x 768 x 32 @60Hz
5542 GUI DEBUG hle.sceDisplay Available Display Mode #52 = 720 x 480 x 32 @75Hz
5542 GUI DEBUG hle.sceDisplay Available Display Mode #53 = 720 x 480 x 32 @72Hz
5542 GUI DEBUG hle.sceDisplay Available Display Mode #54 = 800 x 600 x 32 @60Hz
5542 GUI DEBUG hle.sceDisplay Available Display Mode #55 = 1280 x 768 x 32 @60Hz
5542 GUI DEBUG hle.sceDisplay Available Display Mode #56 = 800 x 600 x 32 @56Hz
5542 GUI DEBUG hle.sceDisplay Available Display Mode #57 = 720 x 576 x 32 @75Hz
5542 GUI DEBUG hle.sceDisplay Available Display Mode #58 = 720 x 576 x 32 @72Hz
5543 GUI DEBUG hle.sceDisplay Available Display Mode #59 = 1280 x 720 x 16 @75Hz
5543 GUI DEBUG hle.sceDisplay Available Display Mode #60 = 1152 x 864 x 32 @75Hz
5543 GUI DEBUG hle.sceDisplay Available Display Mode #61 = 640 x 480 x 16 @60Hz
5543 GUI DEBUG hle.sceDisplay Available Display Mode #62 = 1280 x 1024 x 32 @75Hz
5543 GUI DEBUG hle.sceDisplay Available Display Mode #63 = 1280 x 960 x 16 @75Hz
5543 GUI DEBUG hle.sceDisplay Desktop Display Mode = 1280 x 1024 x 32 @60Hz
5544 GUI DEBUG hle.sceDisplay Current Display Mode = 1280 x 1024 x 32 @60Hz
5544 GUI DEBUG hle.sceDisplay initGL called = true, OpenGL Version = 4.1.11079 Compatibility Profile Context
5545 GUI INFO ge Only GE Graphics: false
5591 GUI INFO hle.sceAudio Audio ChReserve disabled: false
5592 GUI INFO hle.sceAudio Audio Blocking disabled: false
5593 GUI INFO hle.sceMpeg Media Engine enabled
5595 GUI INFO hle Using the external audio decoder (SonicStage)
5858 GUI INFO hle.sceFont Loading font file 'jpn0.pgf'. Font='FTT-NewRodin Pro DB' Type='Regular'
5864 GUI INFO hle.sceFont Loading font file 'ltn0.pgf'. Font='Liberation Sans' Type='Regular'
5868 GUI INFO hle.sceFont Loading font file 'ltn1.pgf'. Font='Liberation Serif' Type='Regular'
5873 GUI INFO hle.sceFont Loading font file 'ltn2.pgf'. Font='Liberation Sans' Type='Italic'
5876 GUI INFO hle.sceFont Loading font file 'ltn3.pgf'. Font='Liberation Serif' Type='Italic'
5881 GUI INFO hle.sceFont Loading font file 'ltn4.pgf'. Font='Liberation Sans' Type='Bold'
5885 GUI INFO hle.sceFont Loading font file 'ltn5.pgf'. Font='Liberation Serif' Type='Bold'
5889 GUI INFO hle.sceFont Loading font file 'ltn6.pgf'. Font='Liberation Sans' Type='Bold Italic'
5893 GUI INFO hle.sceFont Loading font file 'ltn7.pgf'. Font='Liberation Serif' Type='Bold Italic'
5897 GUI INFO hle.sceFont Loading font file 'ltn8.pgf'. Font='Liberation Sans' Type='Regular'
5901 GUI INFO hle.sceFont Loading font file 'ltn9.pgf'. Font='Liberation Serif' Type='Regular'
5905 GUI INFO hle.sceFont Loading font file 'ltn10.pgf'. Font='Liberation Sans' Type='Italic'
5908 GUI INFO hle.sceFont Loading font file 'ltn11.pgf'. Font='Liberation Serif' Type='Italic'
5913 GUI INFO hle.sceFont Loading font file 'ltn12.pgf'. Font='Liberation Sans' Type='Bold'
5917 GUI INFO hle.sceFont Loading font file 'ltn13.pgf'. Font='Liberation Serif' Type='Bold'
5921 GUI INFO hle.sceFont Loading font file 'ltn14.pgf'. Font='Liberation Sans' Type='Bold Italic'
5925 GUI INFO hle.sceFont Loading font file 'ltn15.pgf'. Font='Liberation Serif' Type='Bold Italic'
5971 GUI INFO hle.sceFont Loading font file 'kr0.pgf'. Font='AsiaKNHH-SONY-uni' Type='Regular'
5971 GUI DEBUG hle.SysMemUserForUser malloc partition=2, type=PSP_SMEM_High, size=0x40000, addr=0x00000000: returns 0x09FC0000
5972 GUI DEBUG runtime Switching to Thread root
5973 GUI DEBUG emu Patch file not found
java.io.FileNotFoundException: patches\UCJS10041.properties (The system cannot find the path specified)
     at java.io.FileInputStream.open(Native Method)
     at java.io.FileInputStream.<init>(Unknown Source)
     at jpcsp.settings.Settings.loadPatchSettings(Settings.java:101)
     at jpcsp.MainGUI.loadUMDGame(MainGUI.java:1449)
     at jpcsp.MainGUI.loadUMD(MainGUI.java:1381)
     at jpcsp.MainGUI$RecentElementActionListener.actionPerformed(MainGUI.java:2279)
     at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
     at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
     at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
     at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
     at javax.swing.AbstractButton.doClick(Unknown Source)
     at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
     at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
     at java.awt.Component.processMouseEvent(Unknown Source)
     at javax.swing.JComponent.processMouseEvent(Unknown Source)
     at java.awt.Component.processEvent(Unknown Source)
     at java.awt.Container.processEvent(Unknown Source)
     at java.awt.Component.dispatchEventImpl(Unknown Source)
     at java.awt.Container.dispatchEventImpl(Unknown Source)
     at java.awt.Component.dispatchEvent(Unknown Source)
     at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
     at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
     at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
     at java.awt.Container.dispatchEventImpl(Unknown Source)
     at java.awt.Window.dispatchEventImpl(Unknown Source)
     at java.awt.Component.dispatchEvent(Unknown Source)
     at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
     at java.awt.EventQueue.access$000(Unknown Source)
     at java.awt.EventQueue$1.run(Unknown Source)
     at java.awt.EventQueue$1.run(Unknown Source)
     at java.security.AccessController.doPrivileged(Native Method)
     at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
     at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
     at java.awt.EventQueue$2.run(Unknown Source)
     at java.awt.EventQueue$2.run(Unknown Source)
     at java.security.AccessController.doPrivileged(Native Method)
     at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
     at java.awt.EventQueue.dispatchEvent(Unknown Source)
     at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
     at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
     at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
     at java.awt.EventDispatchThread.run(Unknown Source)
5974 GUI INFO emu Using the following settings:
5975 GUI INFO emu Configuration / Region
5976 GUI INFO emu Language [English]
5976 GUI INFO emu Button preference: ["X" for "Enter"]
5977 GUI INFO emu Daylight savings: [Off]
5977 GUI INFO emu Time zone offset in minutes (GMT+/-): [2]
5977 GUI INFO emu Time format: [24H]
5977 GUI INFO emu Date format: [DD-MM-YYYY]
5977 GUI INFO emu WLAN power saving mode: [Off]
5978 GUI INFO emu Ad hoc channel: [Auto]
5978 GUI INFO emu Nickname: [Outrunner]
5978 GUI INFO emu Configuration / Video
5978 GUI INFO emu [ ] Disable VBO (automatically disabled if not supported)
5978 GUI INFO emu [ ] Only GE graphics (not recommended for homebrew)
5978 GUI INFO emu [ ] Use vertex cache
5978 GUI INFO emu [ ] Use shaders (experimental)
5979 GUI INFO emu [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
5979 GUI INFO emu [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
5979 GUI INFO emu [ ] Enable VAO (only relevant when using shaders and vertex cache)
5979 GUI INFO emu [ ] Enable saving GE screen to Textures instead of Memory
5979 GUI INFO emu [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
5979 GUI INFO emu [ ] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
5980 GUI INFO emu [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
5980 GUI INFO emu [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
5980 GUI INFO emu Configuration / Audio
5980 GUI INFO emu [ ] Disable audio threads
5980 GUI INFO emu [ ] Disable audio channels (not recommended)
5981 GUI INFO emu [ ] Disable audio blocking
5981 GUI INFO emu Configuration / Memory
5981 GUI INFO emu [ ] Ignore invalid memory access (not recommended for test reports, but improves performance)
5981 GUI INFO emu [ ] Ignore unmapped imports (not recommended)
5981 GUI INFO emu Configuration / Media
5981 GUI INFO emu [X] Use Media Engine
5981 GUI INFO emu [ ] Extract media files to tmp folder
5982 GUI INFO emu [X] Decode audio files with SonicStage (must be installed separately and requires Media Engine)
5982 GUI INFO emu [X] Use non-native fonts from flash0 folder
5982 GUI INFO emu Configuration / Compiler
5982 GUI INFO emu [X] Use compiler (dynarec)
5982 GUI INFO emu [ ] Output profiler info to profiler.txt (only for compiler)
5982 GUI INFO emu [500] Maximum method size
5982 GUI INFO emu Configuration / Crypto
5983 GUI INFO emu [ ] Extract decrypted EBOOT.BIN files to the TMP folder
5983 GUI INFO emu [X] Handle SAVEDATA in crypto mode
5983 GUI INFO emu [ ] Extract original PGD files to the TMP folder
5983 GUI INFO emu Configuration / Display
5983 GUI INFO emu Anti-aliasing: [x8]
5983 GUI INFO emu Resolution: [Native]
5983 GUI INFO emu [ ] Start JPCSP in Full-Screen Exclusive Mode in the following runs
5984 GUI INFO hle.IoFileMgrForUser pspiofilemgr - filepath disc0/
5988 GUI INFO ge Using RenderingEngineLwjgl31
5988 GUI INFO ge OpenGL version: 4.1.11079 Compatibility Profile Context
5988 GUI INFO ge Shading Language version: 4.10
5989 GUI INFO ge GL_CONTEXT_FLAGS; 0x0
5989 GUI INFO ge GL_CONTEXT_PROFILE_MASK: 0x2 (GL_CONTEXT_COMPATIBILITY_PROFILE_BIT)
5994 GUI INFO ge Using VBO
6023 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
6023 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
6030 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
6051 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
6052 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
6054 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
8779 Emu INFO runtime Using Compiler
8784 root_8 DEBUG compiler Compiling _S1_2_88040AC
8802 root_8 DEBUG compiler CodeInstruction.compile > 0x88040AC - lui $v0, 0x0000 <=> li $v0, 0x00000000
8803 root_8 DEBUG compiler CodeInstruction.compile 0x88040B0 - addiu $sp, $sp, -16
8803 root_8 DEBUG compiler CodeInstruction.compile 0x88040B4 - addiu $v0, $v0, 0
8803 root_8 DEBUG compiler CodeInstruction.compile 0x88040B8 - sw $s1, 4($sp)
8803 root_8 DEBUG compiler CodeInstruction.compile 0x88040BC - sw $s0, 0($sp)
8804 root_8 DEBUG compiler CodeInstruction.compile 0x88040C0 - sw $ra, 8($sp)
8804 root_8 DEBUG compiler CodeInstruction.compile 0x88040C4 - addu $s0, $a0, $zr <=> move $s0, $a0
8804 root_8 DEBUG compiler CodeInstruction.compile < 0x88040C8 - beq $v0, $zr, 0x088040F0
8804 root_8 DEBUG compiler CodeInstruction.compile 0x88040CC - addu $s1, $a1, $zr <=> move $s1, $a1
8805 root_8 DEBUG compiler CodeInstruction.compile < 0x88040D0 - jal 0x08804000
8805 root_8 DEBUG compiler CodeInstruction.compile 0x88040D4 - nop
8805 root_8 DEBUG compiler CodeInstruction.compile 0x88040D8 - addiu $v0, $zr, 1 <=> li $v0, 1
8805 root_8 DEBUG compiler CodeInstruction.compile > 0x88040DC - lw $ra, 8($sp)
8805 root_8 DEBUG compiler CodeInstruction.compile 0x88040E0 - lw $s1, 4($sp)
8806 root_8 DEBUG compiler CodeInstruction.compile 0x88040E4 - lw $s0, 0($sp)
8806 root_8 DEBUG compiler CodeInstruction.compile 0x88040E8 - jr $ra
8806 root_8 DEBUG compiler CodeInstruction.compile 0x88040EC - addiu $sp, $sp, 16
8806 root_8 DEBUG compiler CodeInstruction.compile > 0x88040F0 - lui $a2, 0x0000 <=> li $a2, 0x00000000
8806 root_8 DEBUG compiler CodeInstruction.compile 0x88040F4 - addiu $v0, $a2, 0
8806 root_8 DEBUG compiler CodeInstruction.compile < 0x88040F8 - beql $v0, $zr, 0x08804104
8807 root_8 DEBUG compiler CodeInstruction.compile 0x88040FC - addiu $a2, $zr, 32 <=> li $a2, 32
8807 root_8 DEBUG compiler CodeInstruction.compile > 0x8804100 - lw $a2, 0($a2)
8807 root_8 DEBUG compiler CodeInstruction.compile > 0x8804104 - lui $t0, 0x0881 <=> li $t0, 0x08810000
8807 root_8 DEBUG compiler CodeInstruction.compile 0x8804108 - addiu $v0, $t0, -22400
8808 root_8 DEBUG compiler CodeInstruction.compile < 0x880410C - beql $v0, $zr, 0x08804118
8808 root_8 DEBUG compiler CodeInstruction.compile 0x8804110 - addu $t0, $zr, $zr <=> li $t0, 0
8808 root_8 DEBUG compiler CodeInstruction.compile > 0x8804114 - lw $t0, -22400($t0)
8808 root_8 DEBUG compiler CodeInstruction.compile > 0x8804118 - lui $v1, 0x0000 <=> li $v1, 0x00000000
8808 root_8 DEBUG compiler CodeInstruction.compile 0x880411C - addiu $v0, $v1, 0
8808 root_8 DEBUG compiler CodeInstruction.compile < 0x8804120 - beq $v0, $zr, 0x08804130
8809 root_8 DEBUG compiler CodeInstruction.compile 0x8804124 - lui $a3, 0x0004 <=> li $a3, 0x00040000
8809 root_8 DEBUG compiler CodeInstruction.compile 0x8804128 - lw $v0, 0($v1)
8809 root_8 DEBUG compiler CodeInstruction.compile 0x880412C - sll $a3, $v0, 0x000A
8809 root_8 DEBUG compiler CodeInstruction.compile > 0x8804130 - lui $a0, 0x0000 <=> li $a0, 0x00000000
8809 root_8 DEBUG compiler CodeInstruction.compile 0x8804134 - addiu $v0, $a0, 0
8810 root_8 DEBUG compiler CodeInstruction.compile < 0x8804138 - beql $v0, $zr, 0x0880416C
8810 root_8 DEBUG compiler CodeInstruction.compile 0x880413C - lui $v0, 0x0881 <=> li $v0, 0x08810000
8810 root_8 DEBUG compiler CodeInstruction.compile > 0x8804140 - lw $a0, 0($a0)
8810 root_8 DEBUG compiler CodeInstruction.compile > 0x8804144 - lui $a1, 0x0880 <=> li $a1, 0x08800000
8810 root_8 DEBUG compiler CodeInstruction.compile 0x8804148 - addiu $a1, $a1, 16384
8811 root_8 DEBUG compiler CodeInstruction.compile < 0x880414C - jal 0x08809F48 [sceKernelCreateThread]
8811 root_8 DEBUG compiler CodeInstruction.compile 0x8804150 - addu $t1, $zr, $zr <=> li $t1, 0
8811 root_8 DEBUG compiler CodeInstruction.compile 0x8804154 - addu $a0, $v0, $zr <=> move $a0, $v0
8811 root_8 DEBUG compiler CodeInstruction.compile 0x8804158 - addu $a1, $s0, $zr <=> move $a1, $s0
8811 root_8 DEBUG compiler CodeInstruction.compile < 0x880415C - jal 0x08809F50 [sceKernelStartThread]
8812 root_8 DEBUG compiler CodeInstruction.compile 0x8804160 - addu $a2, $s1, $zr <=> move $a2, $s1
8812 root_8 DEBUG compiler CodeInstruction.compile < 0x8804164 - j 0x088040DC
8812 root_8 DEBUG compiler CodeInstruction.compile 0x8804168 - addu $v0, $zr, $zr <=> li $v0, 0
8812 root_8 DEBUG compiler CodeInstruction.compile <> 0x880416C - j 0x08804144
8812 root_8 DEBUG compiler CodeInstruction.compile 0x8804170 - addiu $a0, $v0, -24156
8815 root_8 DEBUG compiler Compiling _S1_2_8809F48
8815 root_8 DEBUG compiler CodeInstruction.compile > 0x8809F48 - jr $ra
8816 root_8 DEBUG compiler CodeInstruction.compile 0x8809F4C - syscall 0x044BF [sceKernelCreateThread]
8817 root_8 DEBUG hle.ThreadManForUser sceKernelCreateThread redirecting to hleKernelCreateThread
8818 root_8 DEBUG hle.SysMemUserForUser malloc partition=2, type=PSP_SMEM_High, size=0x40000, addr=0x00000000: returns 0x09F80000
8818 root_8 DEBUG hle.ThreadManForUser hleKernelCreateThread SceUID=a name:'user_main' PC=8804000 attr:0x80004000 pri:0x20 stackSize:0x40000
8818 root_8 DEBUG runtime syncThread currentThread=root_8, currentRuntimeThread=root_8
8818 root_8 DEBUG runtime syncEmulator immediately=false
8819 root_8 DEBUG compiler Compiling _S1_2_8809F50
8819 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
8819 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
8819 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
8820 root_8 DEBUG compiler CodeInstruction.compile > 0x8809F50 - jr $ra
8821 root_8 DEBUG compiler CodeInstruction.compile 0x8809F54 - syscall 0x044C1 [sceKernelStartThread]
8822 root_8 DEBUG hle.ThreadManForUser sceKernelStartThread redirecting to hleKernelStartThread
8822 root_8 DEBUG hle.ThreadManForUser hleKernelStartThread SceUID=a name:'user_main' dataLen=0x20 data=0x9fffe00 gp=0x8815820
8822 root_8 DEBUG runtime syncThread currentThread=root_8, currentRuntimeThread=root_8
8823 root_8 DEBUG runtime syncEmulator immediately=false
8823 root_8 DEBUG hle.ThreadManForUser Thread exit detected SceUID=8 name='root' return:0x00000000
8823 root_8 DEBUG hle.ThreadManForUser sceKernelExitThread SceUID=8 name:'root' exitStatus:0x0
8823 root_8 DEBUG runtime Exiting Thread root(Status PSP_THREAD_STOPPED, Wait None)
8823 root_8 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
8824 root_8 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
8824 root_8 DEBUG runtime Switching from Thread root to user_main
8824 root_8 DEBUG runtime End of Thread root - stopped
8824 root_8 DEBUG runtime End of Thread root - sync
8824 root_8 DEBUG runtime End of Thread root_8
8825 user_main_a DEBUG compiler Compiling _S1_2_8804000
8826 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804000 - addiu $sp, $sp, -112
8826 user_main_a DEBUG compiler CodeInstruction.compile 0x8804004 - sw $s5, 100($sp)
8826 user_main_a DEBUG compiler CodeInstruction.compile 0x8804008 - sw $s4, 96($sp)
8826 user_main_a DEBUG compiler CodeInstruction.compile 0x880400C - sw $s3, 92($sp)
8826 user_main_a DEBUG compiler CodeInstruction.compile 0x8804010 - sw $s2, 88($sp)
8827 user_main_a DEBUG compiler CodeInstruction.compile 0x8804014 - sw $s1, 84($sp)
8827 user_main_a DEBUG compiler CodeInstruction.compile 0x8804018 - sw $s0, 80($sp)
8827 user_main_a DEBUG compiler CodeInstruction.compile 0x880401C - sw $ra, 104($sp)
8827 user_main_a DEBUG compiler CodeInstruction.compile 0x8804020 - addu $s4, $a0, $zr <=> move $s4, $a0
8827 user_main_a DEBUG compiler CodeInstruction.compile 0x8804024 - addu $s3, $a1, $zr <=> move $s3, $a1
8827 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804028 - jal 0x08809E30
8828 user_main_a DEBUG compiler CodeInstruction.compile 0x880402C - addu $s2, $zr, $zr <=> li $s2, 0
8828 user_main_a DEBUG compiler CodeInstruction.compile 0x8804030 - addu $s0, $zr, $zr <=> li $s0, 0
8828 user_main_a DEBUG compiler CodeInstruction.compile 0x8804034 - addu $s1, $sp, $zr <=> move $s1, $sp
8829 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804038 - j 0x0880405C
8829 user_main_a DEBUG compiler CodeInstruction.compile 0x880403C - addiu $s5, $zr, 19 <=> li $s5, 19
8829 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804040 - sw $a0, 0($s1)
8830 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804044 - jal 0x08807BF8
8830 user_main_a DEBUG compiler CodeInstruction.compile 0x8804048 - addiu $s2, $s2, 1
8830 user_main_a DEBUG compiler CodeInstruction.compile < 0x880404C - beq $s2, $s5, 0x08804068
8830 user_main_a DEBUG compiler CodeInstruction.compile 0x8804050 - addiu $s1, $s1, 4
8831 user_main_a DEBUG compiler CodeInstruction.compile 0x8804054 - addiu $v0, $v0, 1
8831 user_main_a DEBUG compiler CodeInstruction.compile 0x8804058 - addu $s0, $s0, $v0
8831 user_main_a DEBUG compiler CodeInstruction.compile > 0x880405C - sltu $v0, $s0, $s4
8832 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804060 - bne $v0, $zr, 0x08804040
8832 user_main_a DEBUG compiler CodeInstruction.compile 0x8804064 - addu $a0, $s3, $s0
8832 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804068 - sll $v0, $s2, 0x0002
8832 user_main_a DEBUG compiler CodeInstruction.compile 0x880406C - lui $v1, 0x0880 <=> li $v1, 0x08800000
8833 user_main_a DEBUG compiler CodeInstruction.compile 0x8804070 - addu $v0, $v0, $sp
8833 user_main_a DEBUG compiler CodeInstruction.compile 0x8804074 - addiu $v1, $v1, 31760
8833 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804078 - beq $v1, $zr, 0x0880408C
8833 user_main_a DEBUG compiler CodeInstruction.compile 0x880407C - sw $zr, 0($v0)
8834 user_main_a DEBUG compiler CodeInstruction.compile 0x8804080 - addu $a0, $s2, $zr <=> move $a0, $s2
8834 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804084 - jal 0x08807C10
8834 user_main_a DEBUG compiler CodeInstruction.compile 0x8804088 - addu $a1, $sp, $zr <=> move $a1, $sp
8834 user_main_a DEBUG compiler CodeInstruction.compile > 0x880408C - lui $a0, 0x0881 <=> li $a0, 0x08810000
8835 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804090 - jal 0x08807AE4
8835 user_main_a DEBUG compiler CodeInstruction.compile 0x8804094 - addiu $a0, $a0, -25000
8835 user_main_a DEBUG compiler CodeInstruction.compile 0x8804098 - addu $a0, $s2, $zr <=> move $a0, $s2
8836 user_main_a DEBUG compiler CodeInstruction.compile < 0x880409C - jal 0x08804280
8836 user_main_a DEBUG compiler CodeInstruction.compile 0x88040A0 - addu $a1, $sp, $zr <=> move $a1, $sp
8836 user_main_a DEBUG compiler CodeInstruction.compile < 0x88040A4 - jal 0x08807AF8
8836 user_main_a DEBUG compiler CodeInstruction.compile 0x88040A8 - addu $a0, $v0, $zr <=> move $a0, $v0
8837 user_main_a DEBUG compiler CodeInstruction.compile 0x88040AC - lui $v0, 0x0000 <=> li $v0, 0x00000000
8837 user_main_a DEBUG compiler CodeInstruction.compile 0x88040B0 - addiu $sp, $sp, -16
8837 user_main_a DEBUG compiler CodeInstruction.compile 0x88040B4 - addiu $v0, $v0, 0
8837 user_main_a DEBUG compiler CodeInstruction.compile 0x88040B8 - sw $s1, 4($sp)
8838 user_main_a DEBUG compiler CodeInstruction.compile 0x88040BC - sw $s0, 0($sp)
8838 user_main_a DEBUG compiler CodeInstruction.compile 0x88040C0 - sw $ra, 8($sp)
8838 user_main_a DEBUG compiler CodeInstruction.compile 0x88040C4 - addu $s0, $a0, $zr <=> move $s0, $a0
8838 user_main_a DEBUG compiler CodeInstruction.compile < 0x88040C8 - beq $v0, $zr, 0x088040F0
8839 user_main_a DEBUG compiler CodeInstruction.compile 0x88040CC - addu $s1, $a1, $zr <=> move $s1, $a1
8839 user_main_a DEBUG compiler CodeInstruction.compile < 0x88040D0 - jal 0x08804000
8840 user_main_a DEBUG compiler CodeInstruction.compile 0x88040D4 - nop
8840 user_main_a DEBUG compiler CodeInstruction.compile 0x88040D8 - addiu $v0, $zr, 1 <=> li $v0, 1
8840 user_main_a DEBUG compiler CodeInstruction.compile > 0x88040DC - lw $ra, 8($sp)
8841 user_main_a DEBUG compiler CodeInstruction.compile 0x88040E0 - lw $s1, 4($sp)
8841 user_main_a DEBUG compiler CodeInstruction.compile 0x88040E4 - lw $s0, 0($sp)
8841 user_main_a DEBUG compiler CodeInstruction.compile 0x88040E8 - jr $ra
8841 user_main_a DEBUG compiler CodeInstruction.compile 0x88040EC - addiu $sp, $sp, 16
8842 user_main_a DEBUG compiler CodeInstruction.compile > 0x88040F0 - lui $a2, 0x0000 <=> li $a2, 0x00000000
8842 user_main_a DEBUG compiler CodeInstruction.compile 0x88040F4 - addiu $v0, $a2, 0
8842 user_main_a DEBUG compiler CodeInstruction.compile < 0x88040F8 - beql $v0, $zr, 0x08804104
8842 user_main_a DEBUG compiler CodeInstruction.compile 0x88040FC - addiu $a2, $zr, 32 <=> li $a2, 32
8843 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804100 - lw $a2, 0($a2)
8843 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804104 - lui $t0, 0x0881 <=> li $t0, 0x08810000
8843 user_main_a DEBUG compiler CodeInstruction.compile 0x8804108 - addiu $v0, $t0, -22400
8843 user_main_a DEBUG compiler CodeInstruction.compile < 0x880410C - beql $v0, $zr, 0x08804118
8843 user_main_a DEBUG compiler CodeInstruction.compile 0x8804110 - addu $t0, $zr, $zr <=> li $t0, 0
8844 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804114 - lw $t0, -22400($t0)
8844 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804118 - lui $v1, 0x0000 <=> li $v1, 0x00000000
8844 user_main_a DEBUG compiler CodeInstruction.compile 0x880411C - addiu $v0, $v1, 0
8844 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804120 - beq $v0, $zr, 0x08804130
8845 user_main_a DEBUG compiler CodeInstruction.compile 0x8804124 - lui $a3, 0x0004 <=> li $a3, 0x00040000
8845 user_main_a DEBUG compiler CodeInstruction.compile 0x8804128 - lw $v0, 0($v1)
8845 user_main_a DEBUG compiler CodeInstruction.compile 0x880412C - sll $a3, $v0, 0x000A
8845 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804130 - lui $a0, 0x0000 <=> li $a0, 0x00000000
8846 user_main_a DEBUG compiler CodeInstruction.compile 0x8804134 - addiu $v0, $a0, 0
8846 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804138 - beql $v0, $zr, 0x0880416C
8846 user_main_a DEBUG compiler CodeInstruction.compile 0x880413C - lui $v0, 0x0881 <=> li $v0, 0x08810000
8846 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804140 - lw $a0, 0($a0)
8846 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804144 - lui $a1, 0x0880 <=> li $a1, 0x08800000
8847 user_main_a DEBUG compiler CodeInstruction.compile 0x8804148 - addiu $a1, $a1, 16384
8847 user_main_a DEBUG compiler CodeInstruction.compile < 0x880414C - jal 0x08809F48 [sceKernelCreateThread]
8847 user_main_a DEBUG compiler CodeInstruction.compile 0x8804150 - addu $t1, $zr, $zr <=> li $t1, 0
8847 user_main_a DEBUG compiler CodeInstruction.compile 0x8804154 - addu $a0, $v0, $zr <=> move $a0, $v0
8848 user_main_a DEBUG compiler CodeInstruction.compile 0x8804158 - addu $a1, $s0, $zr <=> move $a1, $s0
8848 user_main_a DEBUG compiler CodeInstruction.compile < 0x880415C - jal 0x08809F50 [sceKernelStartThread]
8848 user_main_a DEBUG compiler CodeInstruction.compile 0x8804160 - addu $a2, $s1, $zr <=> move $a2, $s1
8848 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804164 - j 0x088040DC
8849 user_main_a DEBUG compiler CodeInstruction.compile 0x8804168 - addu $v0, $zr, $zr <=> li $v0, 0
8849 user_main_a DEBUG compiler CodeInstruction.compile <> 0x880416C - j 0x08804144
8849 user_main_a DEBUG compiler CodeInstruction.compile 0x8804170 - addiu $a0, $v0, -24156
8853 user_main_a DEBUG compiler Compiling _S1_2_8809E30
8854 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E30 - addiu $sp, $sp, -32
8854 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E34 - sw $ra, 20($sp)
8854 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809E38 - jal 0x0880420C
8855 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E3C - nop
8855 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809E40 - jal 0x08809DC8
8855 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E44 - nop
8855 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E48 - lw $ra, 20($sp)
8855 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E4C - addiu $sp, $sp, 32
8856 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E50 - jr $ra
8856 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E54 - nop
8857 user_main_a DEBUG compiler Compiling _S1_2_880420C
8857 user_main_a DEBUG compiler CodeInstruction.compile > 0x880420C - lui $v0, 0x0000 <=> li $v0, 0x00000000
8857 user_main_a DEBUG compiler CodeInstruction.compile 0x8804210 - addiu $sp, $sp, -8
8858 user_main_a DEBUG compiler CodeInstruction.compile 0x8804214 - lui $a0, 0x0881 <=> li $a0, 0x08810000
8858 user_main_a DEBUG compiler CodeInstruction.compile 0x8804218 - lui $a1, 0x0881 <=> li $a1, 0x08810000
8858 user_main_a DEBUG compiler CodeInstruction.compile 0x880421C - addiu $v0, $v0, 0
8858 user_main_a DEBUG compiler CodeInstruction.compile 0x8804220 - sw $ra, 0($sp)
8858 user_main_a DEBUG compiler CodeInstruction.compile 0x8804224 - addiu $a0, $a0, -22448
8859 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804228 - beq $v0, $zr, 0x08804238
8859 user_main_a DEBUG compiler CodeInstruction.compile 0x880422C - addiu $a1, $a1, -10172
8859 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804230 - jal 0x00000000
8859 user_main_a DEBUG compiler CodeInstruction.compile 0x8804234 - nop
8860 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804238 - lui $a0, 0x0881 <=> li $a0, 0x08810000
8860 user_main_a DEBUG compiler CodeInstruction.compile 0x880423C - lw $v1, -22428($a0)
8860 user_main_a DEBUG compiler CodeInstruction.compile 0x8804240 - lui $v0, 0x0000 <=> li $v0, 0x00000000
8860 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804244 - beq $v1, $zr, 0x08804260
8861 user_main_a DEBUG compiler CodeInstruction.compile 0x8804248 - addiu $t9, $v0, 0
8861 user_main_a DEBUG compiler CodeInstruction.compile 0x880424C - addiu $a0, $a0, -22428
8862 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804250 - beq $t9, $zr, 0x08804260
8862 user_main_a DEBUG compiler CodeInstruction.compile 0x8804254 - lw $ra, 0($sp)
8862 user_main_a DEBUG compiler CodeInstruction.compile 0x8804258 - jr $t9
8862 user_main_a DEBUG compiler CodeInstruction.compile 0x880425C - addiu $sp, $sp, 8
8863 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804260 - lw $ra, 0($sp)
8863 user_main_a DEBUG compiler CodeInstruction.compile 0x8804264 - jr $ra
8863 user_main_a DEBUG compiler CodeInstruction.compile 0x8804268 - addiu $sp, $sp, 8
8864 user_main_a DEBUG hle.ThreadManForUser really deleting thread:'root'
8864 user_main_a DEBUG hle.ThreadManForUser thread:'root' freeing stack 0x09FC0000
8865 user_main_a DEBUG hle.SysMemUserForUser free SysMemInfo[addr=0x09FC0000-0x0A000000, uid=9, partition=2, name='ThreadMan-Stack-0x8-root', type=PSP_SMEM_High, size=0x40000 (allocated=0x40000)]
8865 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
8865 user_main_a DEBUG runtime syncEmulator immediately=false
8865 user_main_a DEBUG compiler Compiling _S1_2_8809DC8
8866 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DC8 - lui $v0, 0x0881 <=> li $v0, 0x08810000
8866 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DCC - addiu $v0, $v0, -22440
8866 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DD0 - lw $a0, -4($v0)
8867 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DD4 - addiu $sp, $sp, -16
8867 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DD8 - addiu $v1, $zr, -1 <=> li $v1, -1
8867 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DDC - sw $s0, 0($sp)
8867 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DE0 - sw $ra, 8($sp)
8867 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DE4 - sw $s1, 4($sp)
8868 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809DE8 - beq $a0, $v1, 0x08809E08
8868 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DEC - addiu $s0, $v0, -4
8868 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DF0 - addiu $s1, $zr, -1 <=> li $s1, -1
8868 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DF4 - jalr $ra, $a0
8869 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DF8 - addiu $s0, $s0, -4
8869 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DFC - lw $a0, 0($s0)
8869 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809E00 - bne $a0, $s1, 0x08809DF4
8869 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E04 - nop
8869 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E08 - lw $ra, 8($sp)
8870 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E0C - lw $s1, 4($sp)
8870 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E10 - lw $s0, 0($sp)
8870 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E14 - jr $ra
8870 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E18 - addiu $sp, $sp, 16
8872 user_main_a DEBUG compiler Compiling _S1_2_8807BF8
8873 user_main_a DEBUG compiler CodeInstruction.compile 0x8807BF8 - strlen[24820001,90830000,1460FFFE,24840001,03E00008,00821023]()
8874 user_main_a DEBUG compiler Replacing CodeBlock at 0x08807BF8 (08807BF8-0x08807C0C, length 6) by strlen[24820001,90830000,1460FFFE,24840001,03E00008,00821023]()
8874 user_main_a DEBUG compiler Compiling _S1_2_8807C10
8875 user_main_a DEBUG compiler CodeInstruction.compile > 0x8807C10 - lw $a0, 0($a1)
8875 user_main_a DEBUG compiler CodeInstruction.compile 0x8807C14 - addiu $sp, $sp, -8
8875 user_main_a DEBUG compiler CodeInstruction.compile 0x8807C18 - sw $ra, 0($sp)
8875 user_main_a DEBUG compiler CodeInstruction.compile < 0x8807C1C - jal 0x088092E4
8875 user_main_a DEBUG compiler CodeInstruction.compile 0x8807C20 - nop
8876 user_main_a DEBUG compiler CodeInstruction.compile 0x8807C24 - lw $ra, 0($sp)
8876 user_main_a DEBUG compiler CodeInstruction.compile < 0x8807C28 - j 0x0880806C
8876 user_main_a DEBUG compiler CodeInstruction.compile 0x8807C2C - addiu $sp, $sp, 8
8876 user_main_a DEBUG compiler CodeInstruction.compile > 0x880806C - addiu $sp, $sp, -8
8876 user_main_a DEBUG compiler CodeInstruction.compile 0x8808070 - lui $a0, 0x0891 <=> li $a0, 0x08910000
8877 user_main_a DEBUG compiler CodeInstruction.compile 0x8808074 - addiu $a0, $a0, -10096
8877 user_main_a DEBUG compiler CodeInstruction.compile 0x8808078 - addu $a1, $zr, $zr <=> li $a1, 0
8877 user_main_a DEBUG compiler CodeInstruction.compile 0x880807C - sw $ra, 0($sp)
8877 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808080 - jal 0x08807B34
8878 user_main_a DEBUG compiler CodeInstruction.compile 0x8808084 - addiu $a2, $zr, 20480 <=> li $a2, 20480
8878 user_main_a DEBUG compiler CodeInstruction.compile 0x8808088 - lui $a0, 0x0891 <=> li $a0, 0x08910000
8878 user_main_a DEBUG compiler CodeInstruction.compile 0x880808C - addiu $a0, $a0, 20220
8878 user_main_a DEBUG compiler CodeInstruction.compile 0x8808090 - addu $a1, $zr, $zr <=> li $a1, 0
8878 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808094 - jal 0x08807B34
8879 user_main_a DEBUG compiler CodeInstruction.compile 0x8808098 - addiu $a2, $zr, 4096 <=> li $a2, 4096
8879 user_main_a DEBUG compiler CodeInstruction.compile < 0x880809C - jal 0x08809EE8 [sceKernelStdin]
8879 user_main_a DEBUG compiler CodeInstruction.compile 0x88080A0 - nop
8879 user_main_a DEBUG compiler CodeInstruction.compile 0x88080A4 - addu $v1, $v0, $zr <=> move $v1, $v0
8879 user_main_a DEBUG compiler CodeInstruction.compile 0x88080A8 - sltiu $v0, $v0, 1024
8880 user_main_a DEBUG compiler CodeInstruction.compile < 0x88080AC - beq $v0, $zr, 0x088080D8
8880 user_main_a DEBUG compiler CodeInstruction.compile 0x88080B0 - nop
8880 user_main_a DEBUG compiler CodeInstruction.compile 0x88080B4 - lui $v0, 0x0891 <=> li $v0, 0x08910000
8880 user_main_a DEBUG compiler CodeInstruction.compile 0x88080B8 - addiu $v0, $v0, -10096
8880 user_main_a DEBUG compiler CodeInstruction.compile 0x88080BC - lui $at, 0x0891 <=> li $at, 0x08910000
8881 user_main_a DEBUG compiler CodeInstruction.compile 0x88080C0 - sw $v0, 20220($at)
8881 user_main_a DEBUG compiler CodeInstruction.compile 0x88080C4 - addiu $v0, $zr, 3 <=> li $v0, 3
8881 user_main_a DEBUG compiler CodeInstruction.compile 0x88080C8 - lui $at, 0x0891 <=> li $at, 0x08910000
8881 user_main_a DEBUG compiler CodeInstruction.compile 0x88080CC - sw $v1, -10088($at)
8882 user_main_a DEBUG compiler CodeInstruction.compile 0x88080D0 - lui $at, 0x0891 <=> li $at, 0x08910000
8882 user_main_a DEBUG compiler CodeInstruction.compile 0x88080D4 - sb $v0, -10092($at)
8882 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88080D8 - jal 0x08809EF0 [sceKernelStdout]
8882 user_main_a DEBUG compiler CodeInstruction.compile 0x88080DC - nop
8882 user_main_a DEBUG compiler CodeInstruction.compile 0x88080E0 - addu $v1, $v0, $zr <=> move $v1, $v0
8883 user_main_a DEBUG compiler CodeInstruction.compile 0x88080E4 - sltiu $v0, $v0, 1024
8883 user_main_a DEBUG compiler CodeInstruction.compile < 0x88080E8 - beq $v0, $zr, 0x08808114
8883 user_main_a DEBUG compiler CodeInstruction.compile 0x88080EC - nop
8883 user_main_a DEBUG compiler CodeInstruction.compile 0x88080F0 - lui $v0, 0x0891 <=> li $v0, 0x08910000
8884 user_main_a DEBUG compiler CodeInstruction.compile 0x88080F4 - addiu $v0, $v0, -10076
8884 user_main_a DEBUG compiler CodeInstruction.compile 0x88080F8 - lui $at, 0x0891 <=> li $at, 0x08910000
8884 user_main_a DEBUG compiler CodeInstruction.compile 0x88080FC - sw $v0, 20224($at)
8884 user_main_a DEBUG compiler CodeInstruction.compile 0x8808100 - addiu $v0, $zr, 3 <=> li $v0, 3
8884 user_main_a DEBUG compiler CodeInstruction.compile 0x8808104 - lui $at, 0x0891 <=> li $at, 0x08910000
8885 user_main_a DEBUG compiler CodeInstruction.compile 0x8808108 - sw $v1, -10068($at)
8885 user_main_a DEBUG compiler CodeInstruction.compile 0x880810C - lui $at, 0x0891 <=> li $at, 0x08910000
8885 user_main_a DEBUG compiler CodeInstruction.compile 0x8808110 - sb $v0, -10072($at)
8885 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808114 - jal 0x08809EF8 [sceKernelStderr]
8886 user_main_a DEBUG compiler CodeInstruction.compile 0x8808118 - nop
8886 user_main_a DEBUG compiler CodeInstruction.compile 0x880811C - addu $v1, $v0, $zr <=> move $v1, $v0
8886 user_main_a DEBUG compiler CodeInstruction.compile 0x8808120 - sltiu $v0, $v0, 1024
8886 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808124 - beq $v0, $zr, 0x08808154
8886 user_main_a DEBUG compiler CodeInstruction.compile 0x8808128 - lw $ra, 0($sp)
8887 user_main_a DEBUG compiler CodeInstruction.compile 0x880812C - lui $v0, 0x0891 <=> li $v0, 0x08910000
8887 user_main_a DEBUG compiler CodeInstruction.compile 0x8808130 - addiu $v0, $v0, -10056
8887 user_main_a DEBUG compiler CodeInstruction.compile 0x8808134 - lui $at, 0x0891 <=> li $at, 0x08910000
8887 user_main_a DEBUG compiler CodeInstruction.compile 0x8808138 - sw $v0, 20228($at)
8887 user_main_a DEBUG compiler CodeInstruction.compile 0x880813C - addiu $v0, $zr, 3 <=> li $v0, 3
8888 user_main_a DEBUG compiler CodeInstruction.compile 0x8808140 - lui $at, 0x0891 <=> li $at, 0x08910000
8888 user_main_a DEBUG compiler CodeInstruction.compile 0x8808144 - sw $v1, -10048($at)
8888 user_main_a DEBUG compiler CodeInstruction.compile 0x8808148 - lui $at, 0x0891 <=> li $at, 0x08910000
8888 user_main_a DEBUG compiler CodeInstruction.compile 0x880814C - sb $v0, -10052($at)
8888 user_main_a DEBUG compiler CodeInstruction.compile 0x8808150 - lw $ra, 0($sp)
8889 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808154 - jr $ra
8889 user_main_a DEBUG compiler CodeInstruction.compile 0x8808158 - addiu $sp, $sp, 8
8890 user_main_a DEBUG compiler Compiling _S1_2_88092E4
8891 user_main_a DEBUG compiler CodeInstruction.compile > 0x88092E4 - addiu $sp, $sp, -1040
8891 user_main_a DEBUG compiler CodeInstruction.compile 0x88092E8 - addu $v0, $a0, $zr <=> move $v0, $a0
8891 user_main_a DEBUG compiler CodeInstruction.compile 0x88092EC - addu $a1, $a0, $zr <=> move $a1, $a0
8892 user_main_a DEBUG compiler CodeInstruction.compile 0x88092F0 - sw $ra, 1032($sp)
8892 user_main_a DEBUG compiler CodeInstruction.compile 0x88092F4 - addiu $a2, $zr, 1024 <=> li $a2, 1024
8892 user_main_a DEBUG compiler CodeInstruction.compile < 0x88092F8 - beq $v0, $zr, 0x08809328
8892 user_main_a DEBUG compiler CodeInstruction.compile 0x88092FC - addu $a0, $sp, $zr <=> move $a0, $sp
8892 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809300 - jal 0x08809AD0
8893 user_main_a DEBUG compiler CodeInstruction.compile 0x8809304 - nop
8893 user_main_a DEBUG compiler CodeInstruction.compile 0x8809308 - addu $a0, $sp, $zr <=> move $a0, $sp
8894 user_main_a DEBUG compiler CodeInstruction.compile 0x880930C - addiu $a1, $zr, 47 <=> li $a1, 47
8894 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809310 - jal 0x08809C6C
8894 user_main_a DEBUG compiler CodeInstruction.compile 0x8809314 - sb $zr, 1024($sp)
8895 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809318 - beq $v0, $zr, 0x08809328
8895 user_main_a DEBUG compiler CodeInstruction.compile 0x880931C - addu $a0, $sp, $zr <=> move $a0, $sp
8895 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809320 - jal 0x08809334
8895 user_main_a DEBUG compiler CodeInstruction.compile 0x8809324 - sb $zr, 1($v0)
8896 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809328 - lw $ra, 1032($sp)
8896 user_main_a DEBUG compiler CodeInstruction.compile 0x880932C - jr $ra
8896 user_main_a DEBUG compiler CodeInstruction.compile 0x8809330 - addiu $sp, $sp, 1040
8897 user_main_a DEBUG compiler Compiling _S1_2_8809AD0
8897 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809AD0 - sltiu $v0, $a2, 4
8898 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809AD4 - bne $v0, $zr, 0x08809B28
8898 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AD8 - addu $v1, $a0, $zr <=> move $v1, $a0
8898 user_main_a DEBUG compiler CodeInstruction.compile 0x8809ADC - andi $t2, $a2, 3
8898 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AE0 - subu $a2, $a2, $t2
8898 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809AE4 - lbu $v0, 0($a1)
8899 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AE8 - lbu $a3, 1($a1)
8899 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AEC - lbu $t0, 2($a1)
8899 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AF0 - lbu $t1, 3($a1)
8899 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AF4 - addiu $a2, $a2, -4
8900 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AF8 - addiu $a1, $a1, 4
8900 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809AFC - beq $v0, $zr, 0x08809B88
8900 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B00 - sb $v0, 0($v1)
8901 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B04 - beq $a3, $zr, 0x08809B90
8901 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B08 - sb $a3, 1($v1)
8901 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B0C - beq $t0, $zr, 0x08809B98
8901 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B10 - sb $t0, 2($v1)
8901 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B14 - beq $t1, $zr, 0x08809BA0
8902 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B18 - sb $t1, 3($v1)
8902 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B1C - bne $a2, $zr, 0x08809AE4
8902 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B20 - addiu $v1, $v1, 4
8902 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B24 - addu $a2, $t2, $zr <=> move $a2, $t2
8903 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809B28 - addu $a2, $v1, $a2
8903 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B2C - beq $v1, $a2, 0x08809B80
8903 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B30 - addiu $a3, $v1, 1
8903 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B34 - lbu $v0, 0($a1)
8903 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B38 - beq $v0, $zr, 0x08809B64
8904 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B3C - sb $v0, 0($v1)
8904 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B40 - addu $v1, $zr, $zr <=> li $v1, 0
8904 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B44 - subu $t0, $a2, $a3
8904 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809B48 - beq $t0, $v1, 0x08809B80
8905 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B4C - addu $v0, $a1, $v1
8905 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B50 - lbu $v0, 1($v0)
8905 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B54 - addiu $v1, $v1, 1
8905 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B58 - sb $v0, 0($a3)
8905 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B5C - bne $v0, $zr, 0x08809B48
8906 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B60 - addiu $a3, $a3, 1
8906 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809B64 - beq $a2, $a3, 0x08809B80
8906 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B68 - addu $v1, $a3, $zr <=> move $v1, $a3
8906 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B6C - addu $v0, $a2, $zr <=> move $v0, $a2
8907 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B70 - sb $zr, 0($v1)
8907 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809B74 - addiu $v1, $v1, 1
8907 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809B78 - bnel $v1, $v0, 0x08809B74
8907 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B7C - sb $zr, 0($v1)
8907 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809B80 - jr $ra
8908 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B84 - addu $v0, $a0, $zr <=> move $v0, $a0
8908 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809B88 - addiu $a2, $a2, 1
8908 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B8C - addiu $v1, $v1, -1
8909 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809B90 - addiu $a2, $a2, 1
8909 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B94 - addiu $v1, $v1, -1
8909 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809B98 - addiu $a2, $a2, 1
8909 user_main_a DEBUG compiler CodeInstruction.compile 0x8809B9C - addiu $v1, $v1, -1
8909 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809BA0 - addu $a2, $a2, $t2
8910 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809BA4 - beq $a2, $zr, 0x08809B80
8910 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BA8 - addiu $v1, $v1, 4
8910 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BAC - andi $v0, $v1, 3
8910 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809BB0 - beq $v0, $zr, 0x08809BD8
8910 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BB4 - sltiu $v0, $a2, 16
8911 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BB8 - sb $zr, 0($v1)
8911 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809BBC - addiu $a2, $a2, -1
8911 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BC0 - addiu $v1, $v1, 1
8911 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809BC4 - beq $a2, $zr, 0x08809B80
8911 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BC8 - andi $v0, $v1, 3
8912 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809BCC - bnel $v0, $zr, 0x08809BBC
8912 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BD0 - sb $zr, 0($v1)
8912 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809BD4 - sltiu $v0, $a2, 16
8912 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809BD8 - bne $v0, $zr, 0x08809C04
8913 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BDC - sltiu $v0, $a2, 8
8913 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809BE0 - addiu $a2, $a2, -16
8913 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BE4 - addiu $v1, $v1, 16
8913 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BE8 - sltiu $v0, $a2, 16
8914 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BEC - sw $zr, -16($v1)
8914 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BF0 - sw $zr, -12($v1)
8914 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BF4 - sw $zr, -8($v1)
8915 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809BF8 - beq $v0, $zr, 0x08809BE0
8915 user_main_a DEBUG compiler CodeInstruction.compile 0x8809BFC - sw $zr, -4($v1)
8915 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C00 - sltiu $v0, $a2, 8
8916 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809C04 - bne $v0, $zr, 0x08809C20
8916 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C08 - sltiu $v0, $a2, 4
8916 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C0C - sw $zr, 0($v1)
8916 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C10 - sw $zr, 4($v1)
8916 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C14 - addiu $a2, $a2, -8
8917 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C18 - addiu $v1, $v1, 8
8917 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C1C - sltiu $v0, $a2, 4
8917 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809C20 - beql $v0, $zr, 0x08809C54
8917 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C24 - addiu $a2, $a2, -4
8918 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809C28 - sltiu $v0, $a2, 2
8918 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809C2C - bne $v0, $zr, 0x08809C40
8918 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C30 - nop
8918 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809C34 - sh $zr, 0($v1)
8918 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C38 - addiu $a2, $a2, -2
8919 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C3C - addiu $v1, $v1, 2
8919 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809C40 - beq $a2, $zr, 0x08809B80
8919 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C44 - nop
8919 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C48 - addu $v0, $a0, $zr <=> move $v0, $a0
8919 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C4C - jr $ra
8920 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C50 - sb $zr, 0($v1)
8920 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809C54 - sltiu $v0, $a2, 2
8920 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C58 - sw $zr, 0($v1)
8920 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809C5C - beq $v0, $zr, 0x08809C34
8921 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C60 - addiu $v1, $v1, 4
8921 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809C64 - j 0x08809C40
8921 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C68 - nop
8924 user_main_a DEBUG compiler Compiling _S1_2_8809C6C
8924 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809C6C - addiu $sp, $sp, -16
8925 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C70 - sw $s0, 0($sp)
8925 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C74 - sw $ra, 8($sp)
8926 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C78 - sw $s1, 4($sp)
8926 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C7C - addu $s0, $a1, $zr <=> move $s0, $a1
8926 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809C80 - beq $a1, $zr, 0x08809CC0
8926 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C84 - addu $v0, $a0, $zr <=> move $v0, $a0
8926 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809C88 - j 0x08809C94
8927 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C8C - addu $s1, $zr, $zr <=> li $s1, 0
8927 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809C90 - addiu $v0, $v0, 1
8927 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809C94 - addu $a0, $v0, $zr <=> move $a0, $v0
8927 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809C98 - jal 0x08809CD4
8928 user_main_a DEBUG compiler CodeInstruction.compile 0x8809C9C - addu $a1, $s0, $zr <=> move $a1, $s0
8928 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809CA0 - bnel $v0, $zr, 0x08809C90
8928 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CA4 - addu $s1, $v0, $zr <=> move $s1, $v0
8928 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809CA8 - addu $v0, $s1, $zr <=> move $v0, $s1
8928 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CAC - lw $ra, 8($sp)
8929 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CB0 - lw $s1, 4($sp)
8929 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CB4 - lw $s0, 0($sp)
8929 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CB8 - jr $ra
8929 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CBC - addiu $sp, $sp, 16
8930 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809CC0 - lw $ra, 8($sp)
8930 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CC4 - lw $s1, 4($sp)
8932 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CC8 - lw $s0, 0($sp)
8932 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809CCC - j 0x08809CD4
8932 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CD0 - addiu $sp, $sp, 16
8932 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809CD4 - andi $v0, $a0, 3
8932 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CD8 - addu $a2, $a0, $zr <=> move $a2, $a0
8933 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809CDC - bne $v0, $zr, 0x08809DA4
8933 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CE0 - andi $a3, $a1, 255
8933 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CE4 - addu $t2, $zr, $zr <=> li $t2, 0
8933 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CE8 - addu $v1, $zr, $zr <=> li $v1, 0
8934 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CEC - addiu $a1, $zr, 4 <=> li $a1, 4
8934 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809CF0 - sll $v0, $t2, 0x0008
8934 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CF4 - addiu $v1, $v1, 1
8934 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809CF8 - bne $v1, $a1, 0x08809CF0
8935 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CFC - or $t2, $a3, $v0
8935 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D00 - lw $a0, 0($a2)
8935 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D04 - lui $v0, 0xFEFE <=> li $v0, 0xFEFE0000
8936 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D08 - lui $v1, 0x8080 <=> li $v1, 0x80800000
8936 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D0C - ori $t0, $v0, -257
8936 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D10 - ori $a1, $v1, -32640
8936 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D14 - addu $v0, $a0, $t0
8936 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D18 - and $v0, $v0, $a1
8937 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D1C - nor $v1, $zr, $a0 <=> li $v1, not $a0
8937 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D20 - and $v0, $v0, $v1
8937 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D24 - bne $v0, $zr, 0x08809D88
8937 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D28 - xor $v0, $a0, $t2
8938 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D2C - addu $v1, $v0, $t0
8938 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D30 - and $v1, $v1, $a1
8938 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D34 - nor $v0, $zr, $v0 <=> li $v0, not $v0
8938 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D38 - and $v0, $v0, $v1
8938 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D3C - bne $v0, $zr, 0x08809D8C
8939 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D40 - addu $a0, $a2, $zr <=> move $a0, $a2
8939 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D44 - addu $t1, $t0, $zr <=> move $t1, $t0
8939 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D48 - j 0x08809D58
8939 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D4C - addu $t0, $a1, $zr <=> move $t0, $a1
8940 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809D50 - bne $v1, $zr, 0x08809D8C
8940 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D54 - addu $a0, $a2, $zr <=> move $a0, $a2
8940 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809D58 - addiu $a2, $a2, 4
8940 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D5C - lw $v0, 0($a2)
8940 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D60 - xor $v1, $v0, $t2
8941 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D64 - addu $a1, $v0, $t1
8941 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D68 - addu $a0, $v1, $t1
8941 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D6C - and $a1, $a1, $t0
8941 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D70 - nor $v0, $zr, $v0 <=> li $v0, not $v0
8942 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D74 - and $a0, $a0, $t0
8942 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D78 - nor $v1, $zr, $v1 <=> li $v1, not $v1
8942 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D7C - and $v0, $v0, $a1
8942 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D80 - beq $v0, $zr, 0x08809D50
8942 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D84 - and $v1, $v1, $a0
8943 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809D88 - addu $a0, $a2, $zr <=> move $a0, $a2
8943 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809D8C - lbu $v0, 0($a0)
8943 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D90 - beq $v0, $zr, 0x08809DB0
8943 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D94 - nop
8944 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809D98 - beq $a3, $v0, 0x08809DB8
8944 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D9C - nop
8944 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DA0 - addiu $a0, $a0, 1
8944 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DA4 - lbu $v0, 0($a0)
8944 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809DA8 - bne $v0, $zr, 0x08809D98
8945 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DAC - nop
8945 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809DB0 - bne $a3, $zr, 0x08809DC0
8945 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DB4 - nop
8945 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DB8 - jr $ra
8945 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DBC - addu $v0, $a0, $zr <=> move $v0, $a0
8946 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DC0 - jr $ra
8946 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DC4 - addu $v0, $zr, $zr <=> li $v0, 0
8948 user_main_a DEBUG compiler Compiling _S1_2_8809CD4
8948 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809CD4 - andi $v0, $a0, 3
8948 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CD8 - addu $a2, $a0, $zr <=> move $a2, $a0
8949 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809CDC - bne $v0, $zr, 0x08809DA4
8949 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CE0 - andi $a3, $a1, 255
8949 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CE4 - addu $t2, $zr, $zr <=> li $t2, 0
8949 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CE8 - addu $v1, $zr, $zr <=> li $v1, 0
8950 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CEC - addiu $a1, $zr, 4 <=> li $a1, 4
8950 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809CF0 - sll $v0, $t2, 0x0008
8950 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CF4 - addiu $v1, $v1, 1
8950 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809CF8 - bne $v1, $a1, 0x08809CF0
8951 user_main_a DEBUG compiler CodeInstruction.compile 0x8809CFC - or $t2, $a3, $v0
8951 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D00 - lw $a0, 0($a2)
8951 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D04 - lui $v0, 0xFEFE <=> li $v0, 0xFEFE0000
8951 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D08 - lui $v1, 0x8080 <=> li $v1, 0x80800000
8951 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D0C - ori $t0, $v0, -257
8952 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D10 - ori $a1, $v1, -32640
8952 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D14 - addu $v0, $a0, $t0
8952 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D18 - and $v0, $v0, $a1
8952 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D1C - nor $v1, $zr, $a0 <=> li $v1, not $a0
8953 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D20 - and $v0, $v0, $v1
8953 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D24 - bne $v0, $zr, 0x08809D88
8953 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D28 - xor $v0, $a0, $t2
8954 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D2C - addu $v1, $v0, $t0
8954 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D30 - and $v1, $v1, $a1
8954 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D34 - nor $v0, $zr, $v0 <=> li $v0, not $v0
8955 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D38 - and $v0, $v0, $v1
8955 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D3C - bne $v0, $zr, 0x08809D8C
8955 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D40 - addu $a0, $a2, $zr <=> move $a0, $a2
8955 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D44 - addu $t1, $t0, $zr <=> move $t1, $t0
8956 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D48 - j 0x08809D58
8956 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D4C - addu $t0, $a1, $zr <=> move $t0, $a1
8956 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809D50 - bne $v1, $zr, 0x08809D8C
8956 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D54 - addu $a0, $a2, $zr <=> move $a0, $a2
8957 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809D58 - addiu $a2, $a2, 4
8957 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D5C - lw $v0, 0($a2)
8957 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D60 - xor $v1, $v0, $t2
8957 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D64 - addu $a1, $v0, $t1
8957 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D68 - addu $a0, $v1, $t1
8958 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D6C - and $a1, $a1, $t0
8958 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D70 - nor $v0, $zr, $v0 <=> li $v0, not $v0
8958 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D74 - and $a0, $a0, $t0
8958 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D78 - nor $v1, $zr, $v1 <=> li $v1, not $v1
8958 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D7C - and $v0, $v0, $a1
8959 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D80 - beq $v0, $zr, 0x08809D50
8959 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D84 - and $v1, $v1, $a0
8959 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809D88 - addu $a0, $a2, $zr <=> move $a0, $a2
8959 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809D8C - lbu $v0, 0($a0)
8960 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809D90 - beq $v0, $zr, 0x08809DB0
8960 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D94 - nop
8960 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809D98 - beq $a3, $v0, 0x08809DB8
8960 user_main_a DEBUG compiler CodeInstruction.compile 0x8809D9C - nop
8960 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DA0 - addiu $a0, $a0, 1
8961 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DA4 - lbu $v0, 0($a0)
8961 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809DA8 - bne $v0, $zr, 0x08809D98
8961 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DAC - nop
8961 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809DB0 - bne $a3, $zr, 0x08809DC0
8961 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DB4 - nop
8962 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DB8 - jr $ra
8962 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DBC - addu $v0, $a0, $zr <=> move $v0, $a0
8962 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809DC0 - jr $ra
8962 user_main_a DEBUG compiler CodeInstruction.compile 0x8809DC4 - addu $v0, $zr, $zr <=> li $v0, 0
8964 user_main_a DEBUG compiler Compiling _S1_2_8809334
8965 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809334 - addiu $sp, $sp, -1040
8965 user_main_a DEBUG compiler CodeInstruction.compile 0x8809338 - addu $a1, $sp, $zr <=> move $a1, $sp
8965 user_main_a DEBUG compiler CodeInstruction.compile 0x880933C - sw $ra, 1032($sp)
8965 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809340 - jal 0x08809158
8965 user_main_a DEBUG compiler CodeInstruction.compile 0x8809344 - addiu $a2, $zr, 1024 <=> li $a2, 1024
8966 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809348 - bltz $v0, 0x08809394
8966 user_main_a DEBUG compiler CodeInstruction.compile 0x880934C - addu $a0, $sp, $zr <=> move $a0, $sp
8966 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809350 - jal 0x08809EC8 [sceIoDopen]
8966 user_main_a DEBUG compiler CodeInstruction.compile 0x8809354 - nop
8967 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809358 - bltz $v0, 0x088093AC
8967 user_main_a DEBUG compiler CodeInstruction.compile 0x880935C - addu $a0, $v0, $zr <=> move $a0, $v0
8967 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809360 - jal 0x08809ED0 [sceIoDclose]
8967 user_main_a DEBUG compiler CodeInstruction.compile 0x8809364 - nop
8968 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809368 - jal 0x08809ED8 [sceIoChdir]
8968 user_main_a DEBUG compiler CodeInstruction.compile 0x880936C - addu $a0, $sp, $zr <=> move $a0, $sp
8968 user_main_a DEBUG compiler CodeInstruction.compile 0x8809370 - lui $a0, 0x0891 <=> li $a0, 0x08910000
8969 user_main_a DEBUG compiler CodeInstruction.compile 0x8809374 - addiu $a0, $a0, 10436
8969 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809378 - jal 0x08809A44
8969 user_main_a DEBUG compiler CodeInstruction.compile 0x880937C - addu $a1, $sp, $zr <=> move $a1, $sp
8969 user_main_a DEBUG compiler CodeInstruction.compile 0x8809380 - addu $a0, $zr, $zr <=> li $a0, 0
8970 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809384 - lw $ra, 1032($sp)
8970 user_main_a DEBUG compiler CodeInstruction.compile 0x8809388 - addu $v0, $a0, $zr <=> move $v0, $a0
8970 user_main_a DEBUG compiler CodeInstruction.compile 0x880938C - jr $ra
8970 user_main_a DEBUG compiler CodeInstruction.compile 0x8809390 - addiu $sp, $sp, 1040
8970 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809394 - jal 0x088084B8
8971 user_main_a DEBUG compiler CodeInstruction.compile 0x8809398 - nop
8971 user_main_a DEBUG compiler CodeInstruction.compile 0x880939C - addiu $v1, $zr, 91 <=> li $v1, 91
8971 user_main_a DEBUG compiler CodeInstruction.compile 0x88093A0 - addiu $a0, $zr, -1 <=> li $a0, -1
8971 user_main_a DEBUG compiler CodeInstruction.compile < 0x88093A4 - j 0x08809384
8972 user_main_a DEBUG compiler CodeInstruction.compile 0x88093A8 - sw $v1, 0($v0)
8972 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88093AC - jal 0x088084B8
8972 user_main_a DEBUG compiler CodeInstruction.compile 0x88093B0 - nop
8972 user_main_a DEBUG compiler CodeInstruction.compile 0x88093B4 - addiu $v1, $zr, 20 <=> li $v1, 20
8972 user_main_a DEBUG compiler CodeInstruction.compile 0x88093B8 - addiu $a0, $zr, -1 <=> li $a0, -1
8973 user_main_a DEBUG compiler CodeInstruction.compile < 0x88093BC - j 0x08809384
8973 user_main_a DEBUG compiler CodeInstruction.compile 0x88093C0 - sw $v1, 0($v0)
8975 user_main_a DEBUG compiler Compiling _S1_2_8809158
8976 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E94 - addiu $sp, $sp, -8
8976 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E98 - addu $a2, $a1, $zr <=> move $a2, $a1
8976 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E9C - lui $a1, 0x0881 <=> li $a1, 0x08810000
8976 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EA0 - addiu $a1, $a1, -22708
8977 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EA4 - sw $s0, 0($sp)
8977 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EA8 - sw $ra, 4($sp)
8977 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808EAC - jal 0x08808E70
8977 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EB0 - addu $s0, $a0, $zr <=> move $s0, $a0
8977 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808EB4 - beq $v0, $zr, 0x08809148
8978 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EB8 - lw $ra, 4($sp)
8978 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EBC - lb $v1, 1($s0)
8978 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808EC0 - beq $v1, $zr, 0x08808F48
8978 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EC4 - addiu $t1, $s0, 1
8979 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EC8 - addu $a3, $zr, $zr <=> li $a3, 0
8979 user_main_a DEBUG compiler CodeInstruction.compile 0x8808ECC - addu $a0, $s0, $zr <=> move $a0, $s0
8979 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808ED0 - j 0x08808EE8
8979 user_main_a DEBUG compiler CodeInstruction.compile 0x8808ED4 - addiu $t0, $zr, 47 <=> li $t0, 47
8979 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808ED8 - addu $a0, $s0, $a3
8980 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EDC - lb $v1, 1($a0)
8980 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808EE0 - beql $v1, $zr, 0x08808F4C
8980 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EE4 - lb $a0, 0($s0)
8980 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808EE8 - lb $v0, 0($a0)
8981 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808EEC - bnel $v0, $t0, 0x08808ED8
8981 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EF0 - addiu $a3, $a3, 1
8981 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808EF4 - bnel $v1, $v0, 0x08808ED8
8981 user_main_a DEBUG compiler CodeInstruction.compile 0x8808EF8 - addiu $a3, $a3, 1
8981 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808EFC - addiu $v0, $a3, 1
8982 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F00 - addu $a2, $s0, $v0
8982 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F04 - lb $v1, 0($a2)
8982 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808F08 - beql $v1, $zr, 0x08808F34
8982 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F0C - addiu $a3, $a3, -1
8982 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F10 - addiu $a1, $a0, 2
8983 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F14 - lbu $a0, 0($a1)
8983 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F18 - addu $v1, $a1, $zr <=> move $v1, $a1
8983 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F1C - addiu $a1, $a1, 1
8983 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F20 - sb $a0, 0($a2)
8984 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F24 - lb $v0, 0($v1)
8984 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808F28 - bne $v0, $zr, 0x08808F14
8984 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F2C - addu $a2, $v1, $zr <=> move $a2, $v1
8984 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F30 - addiu $a3, $a3, -1
8984 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F34 - addiu $a3, $a3, 1
8985 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F38 - addu $a0, $s0, $a3
8985 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F3C - lb $v1, 1($a0)
8985 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808F40 - bnel $v1, $zr, 0x08808EEC
8985 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F44 - lb $v0, 0($a0)
8986 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F48 - lb $a0, 0($s0)
8986 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808F4C - beq $a0, $zr, 0x0880900C
8986 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F50 - addu $a2, $zr, $zr <=> li $a2, 0
8986 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F54 - lb $a1, 0($t1)
8986 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808F58 - beql $a1, $zr, 0x08809010
8987 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F5C - addu $a0, $s0, $a2
8987 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F60 - lb $v1, 2($s0)
8987 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808F64 - beql $v1, $zr, 0x08809010
8987 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F68 - addu $a0, $s0, $a2
8988 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808F6C - j 0x08808FA0
8988 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F70 - addiu $v0, $zr, 47 <=> li $v0, 47
8988 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F74 - addu $v0, $s0, $a2
8988 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F78 - lb $a0, 0($v0)
8988 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808F7C - beql $a0, $zr, 0x0880900C
8989 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F80 - addu $a2, $zr, $zr <=> li $a2, 0
8989 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F84 - lb $a1, 1($v0)
8990 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808F88 - beql $a1, $zr, 0x0880900C
8990 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F8C - addu $a2, $zr, $zr <=> li $a2, 0
8990 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F90 - lb $v1, 2($v0)
8990 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808F94 - beql $v1, $zr, 0x0880900C
8991 user_main_a DEBUG compiler CodeInstruction.compile 0x8808F98 - addu $a2, $zr, $zr <=> li $a2, 0
8991 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808F9C - addiu $v0, $zr, 47 <=> li $v0, 47
8991 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808FA0 - bnel $a0, $v0, 0x08808F74
8991 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FA4 - addiu $a2, $a2, 1
8992 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808FA8 - addiu $v0, $zr, 46 <=> li $v0, 46
8992 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808FAC - bnel $a1, $v0, 0x08808F74
8992 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FB0 - addiu $a2, $a2, 1
8992 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808FB4 - bnel $v1, $a0, 0x08808F74
8992 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FB8 - addiu $a2, $a2, 1
8993 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808FBC - addiu $v0, $a2, 1
8993 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FC0 - addu $a3, $s0, $v0
8993 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FC4 - lb $v1, 0($a3)
8994 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808FC8 - beq $v1, $zr, 0x08808FF0
8994 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FCC - addu $v0, $s0, $a2
8994 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FD0 - addiu $a1, $v0, 2
8994 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808FD4 - lbu $a0, 1($a1)
8994 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FD8 - addu $v1, $a1, $zr <=> move $v1, $a1
8995 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FDC - addiu $a1, $a1, 1
8995 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FE0 - sb $a0, 0($a3)
8995 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FE4 - lb $v0, 0($v1)
8995 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808FE8 - bne $v0, $zr, 0x08808FD4
8995 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FEC - addu $a3, $v1, $zr <=> move $a3, $v1
8996 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808FF0 - addiu $a2, $a2, -1
8996 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FF4 - addiu $a2, $a2, 1
8996 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FF8 - addu $v0, $s0, $a2
8996 user_main_a DEBUG compiler CodeInstruction.compile 0x8808FFC - lb $a0, 0($v0)
8996 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809000 - bnel $a0, $zr, 0x08808F88
8997 user_main_a DEBUG compiler CodeInstruction.compile 0x8809004 - lb $a1, 1($v0)
8997 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809008 - addu $a2, $zr, $zr <=> li $a2, 0
8997 user_main_a DEBUG compiler CodeInstruction.compile > 0x880900C - addu $a0, $s0, $a2
8997 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809010 - lb $v1, 1($a0)
8998 user_main_a DEBUG compiler CodeInstruction.compile 0x8809014 - addiu $v0, $zr, 46 <=> li $v0, 46
8998 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809018 - beq $v1, $v0, 0x088090C4
8998 user_main_a DEBUG compiler CodeInstruction.compile 0x880901C - addu $a3, $zr, $zr <=> li $a3, 0
8998 user_main_a DEBUG compiler CodeInstruction.compile 0x8809020 - addiu $a1, $a2, 1
8999 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809024 - addu $v0, $s0, $a1
8999 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809028 - lb $v1, 0($v0)
8999 user_main_a DEBUG compiler CodeInstruction.compile <> 0x880902C - beq $v1, $zr, 0x0880905C
8999 user_main_a DEBUG compiler CodeInstruction.compile 0x8809030 - addiu $v0, $zr, 47 <=> li $v0, 47
8999 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809034 - beq $v1, $v0, 0x088090A8
9000 user_main_a DEBUG compiler CodeInstruction.compile 0x8809038 - addu $v1, $a0, $zr <=> move $v1, $a0
9000 user_main_a DEBUG compiler CodeInstruction.compile < 0x880903C - j 0x08809054
9000 user_main_a DEBUG compiler CodeInstruction.compile 0x8809040 - lb $a0, 2($v1)
9001 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809044 - addiu $v0, $zr, 47 <=> li $v0, 47
9001 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809048 - beq $a0, $v0, 0x088090A8
9001 user_main_a DEBUG compiler CodeInstruction.compile 0x880904C - addiu $v1, $v1, 1
9001 user_main_a DEBUG compiler CodeInstruction.compile 0x8809050 - lb $a0, 2($v1)
9001 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809054 - bne $a0, $zr, 0x08809044
9002 user_main_a DEBUG compiler CodeInstruction.compile 0x8809058 - addiu $a1, $a1, 1
9002 user_main_a DEBUG compiler CodeInstruction.compile > 0x880905C - lb $v0, 0($t1)
9002 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809060 - beq $v0, $zr, 0x08809088
9002 user_main_a DEBUG compiler CodeInstruction.compile 0x8809064 - addiu $v1, $zr, 1 <=> li $v1, 1
9003 user_main_a DEBUG compiler CodeInstruction.compile 0x8809068 - addiu $v1, $v1, 1
9003 user_main_a DEBUG compiler CodeInstruction.compile > 0x880906C - addu $a0, $v1, $s0
9003 user_main_a DEBUG compiler CodeInstruction.compile 0x8809070 - lb $v0, 0($a0)
9003 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809074 - bnel $v0, $zr, 0x0880906C
9003 user_main_a DEBUG compiler CodeInstruction.compile 0x8809078 - addiu $v1, $v1, 1
9004 user_main_a DEBUG compiler CodeInstruction.compile <> 0x880907C - blez $v1, 0x08809098
9004 user_main_a DEBUG compiler CodeInstruction.compile 0x8809080 - lw $ra, 4($sp)
9004 user_main_a DEBUG compiler CodeInstruction.compile 0x8809084 - addu $t1, $a0, $zr <=> move $t1, $a0
9004 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809088 - lb $v1, -1($t1)
9005 user_main_a DEBUG compiler CodeInstruction.compile 0x880908C - addiu $v0, $zr, 47 <=> li $v0, 47
9005 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809090 - beq $v1, $v0, 0x08809130
9005 user_main_a DEBUG compiler CodeInstruction.compile 0x8809094 - lw $ra, 4($sp)
9005 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809098 - lw $s0, 0($sp)
9006 user_main_a DEBUG compiler CodeInstruction.compile 0x880909C - addu $v0, $zr, $zr <=> li $v0, 0
9006 user_main_a DEBUG compiler CodeInstruction.compile 0x88090A0 - jr $ra
9006 user_main_a DEBUG compiler CodeInstruction.compile 0x88090A4 - addiu $sp, $sp, 8
9006 user_main_a DEBUG compiler CodeInstruction.compile > 0x88090A8 - addu $a3, $a2, $zr <=> move $a3, $a2
9006 user_main_a DEBUG compiler CodeInstruction.compile 0x88090AC - addu $a2, $a1, $zr <=> move $a2, $a1
9007 user_main_a DEBUG compiler CodeInstruction.compile > 0x88090B0 - addu $a0, $s0, $a2
9007 user_main_a DEBUG compiler CodeInstruction.compile 0x88090B4 - lb $v1, 1($a0)
9007 user_main_a DEBUG compiler CodeInstruction.compile 0x88090B8 - addiu $v0, $zr, 46 <=> li $v0, 46
9007 user_main_a DEBUG compiler CodeInstruction.compile < 0x88090BC - bne $v1, $v0, 0x08809024
9007 user_main_a DEBUG compiler CodeInstruction.compile 0x88090C0 - addiu $a1, $a2, 1
9008 user_main_a DEBUG compiler CodeInstruction.compile > 0x88090C4 - lb $v0, 2($a0)
9008 user_main_a DEBUG compiler CodeInstruction.compile < 0x88090C8 - beq $v0, $zr, 0x08809024
9008 user_main_a DEBUG compiler CodeInstruction.compile 0x88090CC - addiu $a1, $a2, 1
9008 user_main_a DEBUG compiler CodeInstruction.compile < 0x88090D0 - bne $v0, $v1, 0x08809028
9008 user_main_a DEBUG compiler CodeInstruction.compile 0x88090D4 - addu $v0, $s0, $a1
9009 user_main_a DEBUG compiler CodeInstruction.compile 0x88090D8 - lb $v1, 3($a0)
9009 user_main_a DEBUG compiler CodeInstruction.compile < 0x88090DC - beql $v1, $zr, 0x0880902C
9009 user_main_a DEBUG compiler CodeInstruction.compile 0x88090E0 - lb $v1, 0($v0)
9009 user_main_a DEBUG compiler CodeInstruction.compile > 0x88090E4 - addiu $v0, $zr, 47 <=> li $v0, 47
9010 user_main_a DEBUG compiler CodeInstruction.compile < 0x88090E8 - bne $v1, $v0, 0x08809028
9010 user_main_a DEBUG compiler CodeInstruction.compile 0x88090EC - addu $v0, $s0, $a1
9012 user_main_a DEBUG compiler CodeInstruction.compile 0x88090F0 - addu $a1, $s0, $a3
9012 user_main_a DEBUG compiler CodeInstruction.compile 0x88090F4 - lb $v0, 1($a1)
9012 user_main_a DEBUG compiler CodeInstruction.compile < 0x88090F8 - beq $v0, $zr, 0x08809120
9012 user_main_a DEBUG compiler CodeInstruction.compile 0x88090FC - addiu $v1, $a1, 1
9012 user_main_a DEBUG compiler CodeInstruction.compile 0x8809100 - addiu $a1, $a1, 2
9013 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809104 - lbu $v0, 4($a0)
9013 user_main_a DEBUG compiler CodeInstruction.compile 0x8809108 - addiu $a0, $a0, 1
9013 user_main_a DEBUG compiler CodeInstruction.compile 0x880910C - sb $v0, 0($v1)
9013 user_main_a DEBUG compiler CodeInstruction.compile 0x8809110 - lb $v0, 0($a1)
9014 user_main_a DEBUG compiler CodeInstruction.compile 0x8809114 - addu $v1, $a1, $zr <=> move $v1, $a1
9014 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809118 - bne $v0, $zr, 0x08809104
9014 user_main_a DEBUG compiler CodeInstruction.compile 0x880911C - addiu $a1, $a1, 1
9014 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809120 - addu $a1, $zr, $zr <=> li $a1, 0
9014 user_main_a DEBUG compiler CodeInstruction.compile 0x8809124 - addu $a3, $zr, $zr <=> li $a3, 0
9015 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809128 - j 0x088090B0
9015 user_main_a DEBUG compiler CodeInstruction.compile 0x880912C - addu $a2, $a1, $zr <=> move $a2, $a1
9015 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809130 - sb $zr, -1($t1)
9015 user_main_a DEBUG compiler CodeInstruction.compile 0x8809134 - lw $ra, 4($sp)
9015 user_main_a DEBUG compiler CodeInstruction.compile 0x8809138 - lw $s0, 0($sp)
9016 user_main_a DEBUG compiler CodeInstruction.compile 0x880913C - addu $v0, $zr, $zr <=> li $v0, 0
9016 user_main_a DEBUG compiler CodeInstruction.compile 0x8809140 - jr $ra
9016 user_main_a DEBUG compiler CodeInstruction.compile 0x8809144 - addiu $sp, $sp, 8
9016 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809148 - lw $s0, 0($sp)
9017 user_main_a DEBUG compiler CodeInstruction.compile 0x880914C - addiu $v0, $zr, -10 <=> li $v0, -10
9017 user_main_a DEBUG compiler CodeInstruction.compile 0x8809150 - jr $ra
9017 user_main_a DEBUG compiler CodeInstruction.compile 0x8809154 - addiu $sp, $sp, 8
9017 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809158 - addiu $sp, $sp, -16
9017 user_main_a DEBUG compiler CodeInstruction.compile 0x880915C - sw $s2, 8($sp)
9018 user_main_a DEBUG compiler CodeInstruction.compile 0x8809160 - sw $s1, 4($sp)
9018 user_main_a DEBUG compiler CodeInstruction.compile 0x8809164 - sw $s0, 0($sp)
9018 user_main_a DEBUG compiler CodeInstruction.compile 0x8809168 - sw $ra, 12($sp)
9018 user_main_a DEBUG compiler CodeInstruction.compile 0x880916C - addu $s2, $a1, $zr <=> move $s2, $a1
9018 user_main_a DEBUG compiler CodeInstruction.compile 0x8809170 - addu $s1, $a2, $zr <=> move $s1, $a2
9019 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809174 - jal 0x08808DCC
9019 user_main_a DEBUG compiler CodeInstruction.compile 0x8809178 - addu $s0, $a0, $zr <=> move $s0, $a0
9019 user_main_a DEBUG compiler CodeInstruction.compile < 0x880917C - blez $v0, 0x08809194
9019 user_main_a DEBUG compiler CodeInstruction.compile 0x8809180 - addu $v0, $s0, $v0
9019 user_main_a DEBUG compiler CodeInstruction.compile 0x8809184 - lb $a0, 0($v0)
9020 user_main_a DEBUG compiler CodeInstruction.compile 0x8809188 - addiu $v1, $zr, 47 <=> li $v1, 47
9020 user_main_a DEBUG compiler CodeInstruction.compile < 0x880918C - beq $a0, $v1, 0x08809240
9020 user_main_a DEBUG compiler CodeInstruction.compile 0x8809190 - addu $a1, $s0, $zr <=> move $a1, $s0
9021 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809194 - lb $v1, 0($s0)
9021 user_main_a DEBUG compiler CodeInstruction.compile 0x8809198 - addiu $v0, $zr, 47 <=> li $v0, 47
9021 user_main_a DEBUG compiler CodeInstruction.compile < 0x880919C - beq $v1, $v0, 0x088091D8
9021 user_main_a DEBUG compiler CodeInstruction.compile 0x88091A0 - nop
9021 user_main_a DEBUG compiler CodeInstruction.compile 0x88091A4 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9022 user_main_a DEBUG compiler CodeInstruction.compile 0x88091A8 - addiu $a0, $a0, 10436
9022 user_main_a DEBUG compiler CodeInstruction.compile < 0x88091AC - jal 0x08807BF8
9022 user_main_a DEBUG compiler CodeInstruction.compile 0x88091B0 - nop
9022 user_main_a DEBUG compiler Inlining call at 0x088091AC to strlen[24820001,90830000,1460FFFE,24840001,03E00008,00821023]()
9023 user_main_a DEBUG compiler CodeInstruction.compile 0x88091B4 - sltu $v0, $v0, $s1
9023 user_main_a DEBUG compiler CodeInstruction.compile < 0x88091B8 - bne $v0, $zr, 0x0880920C
9023 user_main_a DEBUG compiler CodeInstruction.compile 0x88091BC - addiu $v0, $zr, -4 <=> li $v0, -4
9023 user_main_a DEBUG compiler CodeInstruction.compile > 0x88091C0 - lw $ra, 12($sp)
9024 user_main_a DEBUG compiler CodeInstruction.compile > 0x88091C4 - lw $s2, 8($sp)
9024 user_main_a DEBUG compiler CodeInstruction.compile 0x88091C8 - lw $s1, 4($sp)
9024 user_main_a DEBUG compiler CodeInstruction.compile 0x88091CC - lw $s0, 0($sp)
9024 user_main_a DEBUG compiler CodeInstruction.compile 0x88091D0 - jr $ra
9024 user_main_a DEBUG compiler CodeInstruction.compile 0x88091D4 - addiu $sp, $sp, 16
9025 user_main_a DEBUG compiler CodeInstruction.compile > 0x88091D8 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9025 user_main_a DEBUG compiler CodeInstruction.compile 0x88091DC - addiu $a0, $a0, 10436
9025 user_main_a DEBUG compiler CodeInstruction.compile < 0x88091E0 - jal 0x08807BF8
9025 user_main_a DEBUG compiler CodeInstruction.compile 0x88091E4 - nop
9026 user_main_a DEBUG compiler Inlining call at 0x088091E0 to strlen[24820001,90830000,1460FFFE,24840001,03E00008,00821023]()
9026 user_main_a DEBUG compiler CodeInstruction.compile 0x88091E8 - sltu $v0, $v0, $s1
9026 user_main_a DEBUG compiler CodeInstruction.compile < 0x88091EC - bne $v0, $zr, 0x08809284
9026 user_main_a DEBUG compiler CodeInstruction.compile 0x88091F0 - lw $ra, 12($sp)
9027 user_main_a DEBUG compiler CodeInstruction.compile 0x88091F4 - lw $s2, 8($sp)
9027 user_main_a DEBUG compiler CodeInstruction.compile 0x88091F8 - lw $s1, 4($sp)
9027 user_main_a DEBUG compiler CodeInstruction.compile 0x88091FC - lw $s0, 0($sp)
9027 user_main_a DEBUG compiler CodeInstruction.compile 0x8809200 - addiu $v0, $zr, -2 <=> li $v0, -2
9027 user_main_a DEBUG compiler CodeInstruction.compile 0x8809204 - jr $ra
9028 user_main_a DEBUG compiler CodeInstruction.compile 0x8809208 - addiu $sp, $sp, 16
9028 user_main_a DEBUG compiler CodeInstruction.compile > 0x880920C - lui $a1, 0x0891 <=> li $a1, 0x08910000
9028 user_main_a DEBUG compiler CodeInstruction.compile 0x8809210 - addiu $a1, $a1, 10436
9028 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809214 - jal 0x08809A44
9028 user_main_a DEBUG compiler CodeInstruction.compile 0x8809218 - addu $a0, $s2, $zr <=> move $a0, $s2
9029 user_main_a DEBUG compiler CodeInstruction.compile 0x880921C - addu $a0, $s2, $zr <=> move $a0, $s2
9029 user_main_a DEBUG compiler CodeInstruction.compile 0x8809220 - lui $a1, 0x0881 <=> li $a1, 0x08810000
9029 user_main_a DEBUG compiler CodeInstruction.compile 0x8809224 - addiu $a1, $a1, -22708
9029 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809228 - jal 0x08808E70
9030 user_main_a DEBUG compiler CodeInstruction.compile 0x880922C - addu $a2, $s1, $zr <=> move $a2, $s1
9030 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809230 - bne $v0, $zr, 0x088092C4
9030 user_main_a DEBUG compiler CodeInstruction.compile 0x8809234 - addiu $v0, $zr, -6 <=> li $v0, -6
9030 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809238 - j 0x088091C4
9031 user_main_a DEBUG compiler CodeInstruction.compile 0x880923C - lw $ra, 12($sp)
9031 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809240 - addu $a0, $s2, $zr <=> move $a0, $s2
9031 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809244 - jal 0x08808E2C
9031 user_main_a DEBUG compiler CodeInstruction.compile 0x8809248 - addu $a2, $s1, $zr <=> move $a2, $s1
9031 user_main_a DEBUG compiler CodeInstruction.compile < 0x880924C - beq $v0, $zr, 0x088091C0
9032 user_main_a DEBUG compiler CodeInstruction.compile 0x8809250 - addiu $v0, $zr, -1 <=> li $v0, -1
9032 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809254 - jal 0x08808DCC
9032 user_main_a DEBUG compiler CodeInstruction.compile 0x8809258 - addu $a0, $s2, $zr <=> move $a0, $s2
9032 user_main_a DEBUG compiler CodeInstruction.compile 0x880925C - addu $v1, $zr, $zr <=> li $v1, 0
9033 user_main_a DEBUG compiler CodeInstruction.compile 0x8809260 - max $v0, $v0, $v1
9033 user_main_a DEBUG compiler CodeInstruction.compile 0x8809264 - subu $a1, $s1, $v0
9033 user_main_a DEBUG compiler CodeInstruction.compile 0x8809268 - addu $a0, $s2, $v0
9033 user_main_a DEBUG compiler CodeInstruction.compile 0x880926C - lw $ra, 12($sp)
9033 user_main_a DEBUG compiler CodeInstruction.compile 0x8809270 - lw $s2, 8($sp)
9034 user_main_a DEBUG compiler CodeInstruction.compile 0x8809274 - lw $s1, 4($sp)
9034 user_main_a DEBUG compiler CodeInstruction.compile 0x8809278 - lw $s0, 0($sp)
9034 user_main_a DEBUG compiler CodeInstruction.compile < 0x880927C - j 0x08808E94
9034 user_main_a DEBUG compiler CodeInstruction.compile 0x8809280 - addiu $sp, $sp, 16
9034 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809284 - lui $a1, 0x0891 <=> li $a1, 0x08910000
9035 user_main_a DEBUG compiler CodeInstruction.compile 0x8809288 - addiu $a1, $a1, 10436
9035 user_main_a DEBUG compiler CodeInstruction.compile < 0x880928C - jal 0x08809A44
9035 user_main_a DEBUG compiler CodeInstruction.compile 0x8809290 - addu $a0, $s2, $zr <=> move $a0, $s2
9036 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809294 - jal 0x08808DCC
9036 user_main_a DEBUG compiler CodeInstruction.compile 0x8809298 - addu $a0, $s2, $zr <=> move $a0, $s2
9036 user_main_a DEBUG compiler CodeInstruction.compile 0x880929C - addu $v0, $s2, $v0
9036 user_main_a DEBUG compiler CodeInstruction.compile 0x88092A0 - sb $zr, 0($v0)
9037 user_main_a DEBUG compiler CodeInstruction.compile 0x88092A4 - addu $a1, $s0, $zr <=> move $a1, $s0
9037 user_main_a DEBUG compiler CodeInstruction.compile 0x88092A8 - addu $a0, $s2, $zr <=> move $a0, $s2
9037 user_main_a DEBUG compiler CodeInstruction.compile < 0x88092AC - jal 0x08808E70
9037 user_main_a DEBUG compiler CodeInstruction.compile 0x88092B0 - addu $a2, $s1, $zr <=> move $a2, $s1
9038 user_main_a DEBUG compiler CodeInstruction.compile < 0x88092B4 - bne $v0, $zr, 0x08809254
9038 user_main_a DEBUG compiler CodeInstruction.compile 0x88092B8 - addiu $v0, $zr, -3 <=> li $v0, -3
9038 user_main_a DEBUG compiler CodeInstruction.compile < 0x88092BC - j 0x088091C4
9039 user_main_a DEBUG compiler CodeInstruction.compile 0x88092C0 - lw $ra, 12($sp)
9039 user_main_a DEBUG compiler CodeInstruction.compile > 0x88092C4 - addu $a1, $s0, $zr <=> move $a1, $s0
9039 user_main_a DEBUG compiler CodeInstruction.compile 0x88092C8 - addu $a0, $s2, $zr <=> move $a0, $s2
9039 user_main_a DEBUG compiler CodeInstruction.compile < 0x88092CC - jal 0x08808E70
9039 user_main_a DEBUG compiler CodeInstruction.compile 0x88092D0 - addu $a2, $s1, $zr <=> move $a2, $s1
9040 user_main_a DEBUG compiler CodeInstruction.compile < 0x88092D4 - bne $v0, $zr, 0x08809254
9040 user_main_a DEBUG compiler CodeInstruction.compile 0x88092D8 - addiu $v0, $zr, -7 <=> li $v0, -7
9040 user_main_a DEBUG compiler CodeInstruction.compile < 0x88092DC - j 0x088091C4
9040 user_main_a DEBUG compiler CodeInstruction.compile 0x88092E0 - lw $ra, 12($sp)
9045 user_main_a DEBUG compiler Compiling _S1_2_8808DCC
9045 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808DCC - lb $a1, 0($a0)
9046 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808DD0 - beq $a1, $zr, 0x08808E14
9046 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DD4 - addu $a2, $zr, $zr <=> li $a2, 0
9046 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DD8 - andi $v0, $a1, 255
9046 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808DDC - addiu $v1, $v0, -48
9046 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DE0 - addiu $v0, $v0, -97
9047 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DE4 - andi $v0, $v0, 255
9047 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DE8 - andi $v1, $v1, 255
9047 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DEC - sltiu $v0, $v0, 26
9047 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808DF0 - bne $v0, $zr, 0x08808E00
9047 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DF4 - sltiu $v1, $v1, 10
9048 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808DF8 - beq $v1, $zr, 0x08808E1C
9048 user_main_a DEBUG compiler CodeInstruction.compile 0x8808DFC - addiu $v0, $zr, 58 <=> li $v0, 58
9048 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E00 - addiu $a2, $a2, 1
9048 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E04 - addu $v0, $a0, $a2
9048 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E08 - lb $a1, 0($v0)
9049 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808E0C - bnel $a1, $zr, 0x08808DDC
9049 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E10 - andi $v0, $a1, 255
9049 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E14 - jr $ra
9049 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E18 - addiu $v0, $zr, -1 <=> li $v0, -1
9049 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808E1C - bne $a1, $v0, 0x08808E14
9050 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E20 - nop
9050 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E24 - jr $ra
9050 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E28 - addiu $v0, $a2, 1
9051 user_main_a DEBUG compiler Compiling _S1_2_8808E2C
9051 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808E2C - bgtzl $a2, 0x08808E50
9052 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E30 - lb $v0, 0($a1)
9052 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E34 - jr $ra
9052 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E38 - addu $v0, $zr, $zr <=> li $v0, 0
9052 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E3C - sb $v0, 0($a0)
9052 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E40 - addiu $a1, $a1, 1
9053 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808E44 - beq $a2, $zr, 0x08808E64
9053 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E48 - addiu $a0, $a0, 1
9053 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E4C - lb $v0, 0($a1)
9053 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808E50 - bnel $v0, $zr, 0x08808E3C
9053 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E54 - addiu $a2, $a2, -1
9054 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E58 - addiu $v0, $zr, 1 <=> li $v0, 1
9054 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E5C - jr $ra
9054 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E60 - sb $zr, 0($a0)
9054 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E64 - addu $v0, $zr, $zr <=> li $v0, 0
9055 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E68 - jr $ra
9055 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E6C - nop
9055 user_main_a DEBUG compiler Compiling _S1_2_8808E70
9056 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808E2C - bgtzl $a2, 0x08808E50
9056 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E30 - lb $v0, 0($a1)
9056 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E34 - jr $ra
9056 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E38 - addu $v0, $zr, $zr <=> li $v0, 0
9057 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E3C - sb $v0, 0($a0)
9057 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E40 - addiu $a1, $a1, 1
9057 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808E44 - beq $a2, $zr, 0x08808E64
9057 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E48 - addiu $a0, $a0, 1
9057 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E4C - lb $v0, 0($a1)
9058 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808E50 - bnel $v0, $zr, 0x08808E3C
9058 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E54 - addiu $a2, $a2, -1
9058 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E58 - addiu $v0, $zr, 1 <=> li $v0, 1
9058 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E5C - jr $ra
9058 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E60 - sb $zr, 0($a0)
9059 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E64 - addu $v0, $zr, $zr <=> li $v0, 0
9059 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E68 - jr $ra
9059 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E6C - nop
9059 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E70 - lb $v0, 0($a0)
9060 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808E74 - beq $v0, $zr, 0x08808E8C
9060 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E78 - nop
9060 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808E7C - addiu $a0, $a0, 1
9060 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E80 - lb $v0, 0($a0)
9060 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808E84 - bne $v0, $zr, 0x08808E7C
9061 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E88 - addiu $a2, $a2, -1
9061 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808E8C - j 0x08808E2C
9061 user_main_a DEBUG compiler CodeInstruction.compile 0x8808E90 - nop
9062 user_main_a DEBUG compiler Compiling _S1_2_8809EC8
9062 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EC8 - jr $ra
9062 user_main_a DEBUG compiler CodeInstruction.compile 0x8809ECC - syscall 0x0443D [sceIoDopen]
9063 user_main_a DEBUG hle.IoFileMgrForUser sceIoDopen dirname = disc0:/PSP_GAME/SYSDIR
9063 user_main_a DEBUG hle.IoFileMgrForUser sceIoDopen - isofilename = PSP_GAME/SYSDIR
9065 user_main_a DEBUG hle.ThreadManForUser hleKernelDelayThread micros=5000, callbacks=false
9065 user_main_a DEBUG hle.ThreadManForUser -------------------- hleKernelThreadWait micros=5000 forever:false thread:'user_main' caller:'ThreadManForUser.hleKernelDelayThread'
9065 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9066 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9066 user_main_a DEBUG runtime Starting Idle State...
9066 user_main_a DEBUG runtime syncEmulator immediately=true
9067 user_main_a DEBUG runtime syncEmulator immediately=true
9068 user_main_a DEBUG runtime syncEmulator immediately=true
9069 user_main_a DEBUG runtime syncEmulator immediately=true
9070 user_main_a DEBUG runtime syncEmulator immediately=true
9071 user_main_a DEBUG runtime syncEmulator immediately=true
9071 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9071 user_main_a DEBUG runtime Switching to Thread idle0
9071 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9071 user_main_a DEBUG runtime Switching to Thread user_main
9071 user_main_a DEBUG runtime Ending Idle State
9072 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9072 user_main_a DEBUG runtime syncEmulator immediately=false
9072 user_main_a DEBUG compiler Compiling _S1_2_8809ED0
9072 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809ED0 - jr $ra
9073 user_main_a DEBUG compiler CodeInstruction.compile 0x8809ED4 - syscall 0x0443F [sceIoDclose]
9073 user_main_a DEBUG hle.IoFileMgrForUser sceIoDclose - id = 4
9074 user_main_a DEBUG hle.ThreadManForUser hleKernelDelayThread micros=1000, callbacks=false
9075 user_main_a DEBUG hle.ThreadManForUser -------------------- hleKernelThreadWait micros=1000 forever:false thread:'user_main' caller:'ThreadManForUser.hleKernelDelayThread'
9075 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9075 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9075 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9076 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9076 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9076 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9077 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9077 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9077 user_main_a DEBUG runtime Starting Idle State...
9077 user_main_a DEBUG runtime syncEmulator immediately=true
9077 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9077 user_main_a DEBUG runtime Switching to Thread idle0
9078 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9078 user_main_a DEBUG runtime Switching to Thread user_main
9078 user_main_a DEBUG runtime Ending Idle State
9078 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9078 user_main_a DEBUG runtime syncEmulator immediately=false
9079 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9079 user_main_a DEBUG runtime syncEmulator immediately=false
9079 user_main_a DEBUG compiler Compiling _S1_2_8809ED8
9079 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809ED8 - jr $ra
9079 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EDC - syscall 0x0443C [sceIoChdir]
9080 user_main_a DEBUG hle.IoFileMgrForUser sceIoChdir path = disc0:/PSP_GAME/SYSDIR
9080 user_main_a INFO hle.IoFileMgrForUser pspiofilemgr - filepath disc0/PSP_GAME/SYSDIR
9080 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9081 user_main_a DEBUG runtime syncEmulator immediately=false
9081 user_main_a DEBUG compiler Compiling _S1_2_8809A44
9081 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809A44 - or $v0, $a1, $a0
9081 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A48 - andi $v0, $v0, 3
9082 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809A4C - beq $v0, $zr, 0x08809A74
9082 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A50 - addu $t1, $a0, $zr <=> move $t1, $a0
9082 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A54 - addu $v1, $a0, $zr <=> move $v1, $a0
9082 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809A58 - lb $v0, 0($a1)
9082 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A5C - addiu $a1, $a1, 1
9083 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A60 - sb $v0, 0($v1)
9083 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809A64 - bne $v0, $zr, 0x08809A58
9083 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A68 - addiu $v1, $v1, 1
9084 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A6C - jr $ra
9084 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A70 - addu $v0, $t1, $zr <=> move $v0, $t1
9084 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809A74 - lw $a3, 0($a1)
9084 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A78 - lui $v0, 0xFEFE <=> li $v0, 0xFEFE0000
9084 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A7C - ori $t0, $v0, -257
9085 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A80 - addu $a0, $a3, $t0
9085 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A84 - nor $v0, $zr, $a3 <=> li $v0, not $a3
9085 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A88 - lui $v1, 0x8080 <=> li $v1, 0x80800000
9085 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A8C - and $a0, $a0, $v0
9085 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A90 - ori $v1, $v1, -32640
9086 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A94 - and $a0, $a0, $v1
9086 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809A98 - bne $a0, $zr, 0x08809AC8
9086 user_main_a DEBUG compiler CodeInstruction.compile 0x8809A9C - addu $a2, $t1, $zr <=> move $a2, $t1
9086 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AA0 - addu $a0, $v1, $zr <=> move $a0, $v1
9087 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809AA4 - sw $a3, 0($a2)
9087 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AA8 - addiu $a1, $a1, 4
9087 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AAC - lw $a3, 0($a1)
9087 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AB0 - addu $v0, $a3, $t0
9087 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AB4 - nor $v1, $zr, $a3 <=> li $v1, not $a3
9088 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AB8 - and $v0, $v0, $v1
9088 user_main_a DEBUG compiler CodeInstruction.compile 0x8809ABC - and $v0, $v0, $a0
9088 user_main_a DEBUG compiler CodeInstruction.compile < 0x8809AC0 - beq $v0, $zr, 0x08809AA4
9088 user_main_a DEBUG compiler CodeInstruction.compile 0x8809AC4 - addiu $a2, $a2, 4
9088 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8809AC8 - j 0x08809A58
9089 user_main_a DEBUG compiler CodeInstruction.compile 0x8809ACC - addu $v1, $a2, $zr <=> move $v1, $a2
9089 user_main_a DEBUG compiler Compiling _S1_2_8807B34
9090 user_main_a DEBUG compiler CodeInstruction.compile 0x8807B34 - memset[2CC20010,14400021,00801821,30870003,50E0000C,30A500FF,2CE20004,10400008,24E20001,00821023,24420005,7C053C20,A0670000,24630001,1443FFFD,24C6FFFF,30A500FF,14A0001A,00603821,00001821,000610C2,10400006,30C60007,2442FFFF,ACE30000,ACE30004,1440FFFC,24E70008,2CC20004,54400005,00E01821,ACE30000,24C6FFFC,24E70004,00E01821,10C00006,00000000,7C051420,24C6FFFF,A0620000,14C0FFFD,24630001,03E00008,00801021,00051200,00A21025,00021C00,0A21285C,00431825]()
9091 user_main_a DEBUG compiler Replacing CodeBlock at 0x08807B34 (08807B34-0x08807BF4, length 49) by memset[2CC20010,14400021,00801821,30870003,50E0000C,30A500FF,2CE20004,10400008,24E20001,00821023,24420005,7C053C20,A0670000,24630001,1443FFFD,24C6FFFF,30A500FF,14A0001A,00603821,00001821,000610C2,10400006,30C60007,2442FFFF,ACE30000,ACE30004,1440FFFC,24E70008,2CC20004,54400005,00E01821,ACE30000,24C6FFFC,24E70004,00E01821,10C00006,00000000,7C051420,24C6FFFF,A0620000,14C0FFFD,24630001,03E00008,00801021,00051200,00A21025,00021C00,0A21285C,00431825]()
9091 user_main_a DEBUG compiler Compiling _S1_2_8809EE8
9092 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EE8 - jr $ra
9092 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EEC - syscall 0x044EC [sceKernelStdin]
9092 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9093 user_main_a DEBUG runtime syncEmulator immediately=false
9093 user_main_a DEBUG compiler Compiling _S1_2_8809EF0
9093 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EF0 - jr $ra
9093 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EF4 - syscall 0x044ED [sceKernelStdout]
9094 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9094 user_main_a DEBUG runtime syncEmulator immediately=false
9094 user_main_a DEBUG compiler Compiling _S1_2_8809EF8
9095 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EF8 - jr $ra
9095 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EFC - syscall 0x044EE [sceKernelStderr]
9095 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9095 user_main_a DEBUG runtime syncEmulator immediately=false
9096 user_main_a DEBUG compiler Compiling _S1_2_8807AE4
9096 user_main_a DEBUG compiler CodeInstruction.compile > 0x8807AE4 - addu $a1, $a0, $zr <=> move $a1, $a0
9096 user_main_a DEBUG compiler CodeInstruction.compile 0x8807AE8 - addu $a2, $zr, $zr <=> li $a2, 0
9096 user_main_a DEBUG compiler CodeInstruction.compile 0x8807AEC - addu $a0, $zr, $zr <=> li $a0, 0
9097 user_main_a DEBUG compiler CodeInstruction.compile < 0x8807AF0 - j 0x08808220
9097 user_main_a DEBUG compiler CodeInstruction.compile 0x8807AF4 - addu $a3, $zr, $zr <=> li $a3, 0
9097 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808220 - addiu $sp, $sp, -24
9097 user_main_a DEBUG compiler CodeInstruction.compile 0x8808224 - sw $s0, 0($sp)
9097 user_main_a DEBUG compiler CodeInstruction.compile 0x8808228 - lui $s0, 0x0881 <=> li $s0, 0x08810000
9098 user_main_a DEBUG compiler CodeInstruction.compile 0x880822C - lw $s0, -10188($s0)
9098 user_main_a DEBUG compiler CodeInstruction.compile 0x8808230 - sw $s4, 16($sp)
9098 user_main_a DEBUG compiler CodeInstruction.compile 0x8808234 - sw $s3, 12($sp)
9098 user_main_a DEBUG compiler CodeInstruction.compile 0x8808238 - sw $s2, 8($sp)
9099 user_main_a DEBUG compiler CodeInstruction.compile 0x880823C - sw $s1, 4($sp)
9099 user_main_a DEBUG compiler CodeInstruction.compile 0x8808240 - sw $ra, 20($sp)
9099 user_main_a DEBUG compiler CodeInstruction.compile 0x8808244 - addu $s4, $a1, $zr <=> move $s4, $a1
9099 user_main_a DEBUG compiler CodeInstruction.compile 0x8808248 - lw $a1, 328($s0)
9099 user_main_a DEBUG compiler CodeInstruction.compile 0x880824C - addu $s1, $a0, $zr <=> move $s1, $a0
9100 user_main_a DEBUG compiler CodeInstruction.compile 0x8808250 - addu $s3, $a2, $zr <=> move $s3, $a2
9100 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808254 - beq $a1, $zr, 0x088082E8
9100 user_main_a DEBUG compiler CodeInstruction.compile 0x8808258 - addu $s2, $a3, $zr <=> move $s2, $a3
9100 user_main_a DEBUG compiler CodeInstruction.compile > 0x880825C - lw $a2, 4($a1)
9100 user_main_a DEBUG compiler CodeInstruction.compile 0x8808260 - slti $v0, $a2, 32
9101 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808264 - beq $v0, $zr, 0x088082F4
9101 user_main_a DEBUG compiler CodeInstruction.compile 0x8808268 - nop
9101 user_main_a DEBUG compiler CodeInstruction.compile < 0x880826C - bnel $s1, $zr, 0x088082AC
9101 user_main_a DEBUG compiler CodeInstruction.compile 0x8808270 - addiu $a3, $a1, 136
9102 user_main_a DEBUG compiler CodeInstruction.compile > 0x8808274 - sll $v0, $a2, 0x0002
9102 user_main_a DEBUG compiler CodeInstruction.compile 0x8808278 - addu $v0, $v0, $a1
9102 user_main_a DEBUG compiler CodeInstruction.compile 0x880827C - addiu $v1, $a2, 1
9102 user_main_a DEBUG compiler CodeInstruction.compile 0x8808280 - sw $s4, 8($v0)
9102 user_main_a DEBUG compiler CodeInstruction.compile 0x8808284 - sw $v1, 4($a1)
9103 user_main_a DEBUG compiler CodeInstruction.compile 0x8808288 - addu $v0, $zr, $zr <=> li $v0, 0
9103 user_main_a DEBUG compiler CodeInstruction.compile > 0x880828C - lw $ra, 20($sp)
9103 user_main_a DEBUG compiler CodeInstruction.compile 0x8808290 - lw $s4, 16($sp)
9103 user_main_a DEBUG compiler CodeInstruction.compile 0x8808294 - lw $s3, 12($sp)
9104 user_main_a DEBUG compiler CodeInstruction.compile 0x8808298 - lw $s2, 8($sp)
9104 user_main_a DEBUG compiler CodeInstruction.compile 0x880829C - lw $s1, 4($sp)
9104 user_main_a DEBUG compiler CodeInstruction.compile 0x88082A0 - lw $s0, 0($sp)
9104 user_main_a DEBUG compiler CodeInstruction.compile 0x88082A4 - jr $ra
9104 user_main_a DEBUG compiler CodeInstruction.compile 0x88082A8 - addiu $sp, $sp, 24
9105 user_main_a DEBUG compiler CodeInstruction.compile > 0x88082AC - lw $a0, 256($a3)
9105 user_main_a DEBUG compiler CodeInstruction.compile 0x88082B0 - addiu $v1, $zr, 1 <=> li $v1, 1
9105 user_main_a DEBUG compiler CodeInstruction.compile 0x88082B4 - sll $v0, $a2, 0x0002
9105 user_main_a DEBUG compiler CodeInstruction.compile 0x88082B8 - addu $v0, $v0, $a3
9105 user_main_a DEBUG compiler CodeInstruction.compile 0x88082BC - sllv $v1, $v1, $a2
9106 user_main_a DEBUG compiler CodeInstruction.compile 0x88082C0 - or $a0, $a0, $v1
9106 user_main_a DEBUG compiler CodeInstruction.compile 0x88082C4 - sw $s2, 128($v0)
9106 user_main_a DEBUG compiler CodeInstruction.compile 0x88082C8 - sw $s3, 0($v0)
9106 user_main_a DEBUG compiler CodeInstruction.compile 0x88082CC - addiu $v0, $zr, 2 <=> li $v0, 2
9106 user_main_a DEBUG compiler CodeInstruction.compile < 0x88082D0 - bne $s1, $v0, 0x08808274
9107 user_main_a DEBUG compiler CodeInstruction.compile 0x88082D4 - sw $a0, 256($a3)
9107 user_main_a DEBUG compiler CodeInstruction.compile 0x88082D8 - lw $v0, 260($a3)
9107 user_main_a DEBUG compiler CodeInstruction.compile 0x88082DC - or $v0, $v0, $v1
9107 user_main_a DEBUG compiler CodeInstruction.compile < 0x88082E0 - j 0x08808274
9108 user_main_a DEBUG compiler CodeInstruction.compile 0x88082E4 - sw $v0, 260($a3)
9108 user_main_a DEBUG compiler CodeInstruction.compile > 0x88082E8 - addiu $a1, $s0, 332
9108 user_main_a DEBUG compiler CodeInstruction.compile < 0x88082EC - j 0x0880825C
9108 user_main_a DEBUG compiler CodeInstruction.compile 0x88082F0 - sw $a1, 328($s0)
9108 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88082F4 - jal 0x088084DC
9109 user_main_a DEBUG compiler CodeInstruction.compile 0x88082F8 - addiu $a0, $zr, 400 <=> li $a0, 400
9109 user_main_a DEBUG compiler CodeInstruction.compile < 0x88082FC - beq $v0, $zr, 0x08808330
9109 user_main_a DEBUG compiler CodeInstruction.compile 0x8808300 - addu $v1, $v0, $zr <=> move $v1, $v0
9109 user_main_a DEBUG compiler CodeInstruction.compile 0x8808304 - lw $v0, 328($s0)
9109 user_main_a DEBUG compiler CodeInstruction.compile 0x8808308 - addu $a1, $v1, $zr <=> move $a1, $v1
9110 user_main_a DEBUG compiler CodeInstruction.compile 0x880830C - sw $zr, 4($v1)
9110 user_main_a DEBUG compiler CodeInstruction.compile 0x8808310 - sw $v0, 0($v1)
9110 user_main_a DEBUG compiler CodeInstruction.compile 0x8808314 - sw $zr, 392($v1)
9110 user_main_a DEBUG compiler CodeInstruction.compile 0x8808318 - sw $v1, 328($s0)
9110 user_main_a DEBUG compiler CodeInstruction.compile 0x880831C - sw $zr, 396($v1)
9111 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808320 - beq $s1, $zr, 0x08808274
9111 user_main_a DEBUG compiler CodeInstruction.compile 0x8808324 - addu $a2, $zr, $zr <=> li $a2, 0
9111 user_main_a DEBUG compiler CodeInstruction.compile < 0x8808328 - j 0x088082AC
9111 user_main_a DEBUG compiler CodeInstruction.compile 0x880832C - addiu $a3, $a1, 136
9112 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8808330 - j 0x0880828C
9112 user_main_a DEBUG compiler CodeInstruction.compile 0x8808334 - addiu $v0, $zr, -1 <=> li $v0, -1
9113 user_main_a DEBUG compiler Compiling _S1_2_8804280
9114 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804280 - addiu $sp, $sp, -56
9114 user_main_a DEBUG compiler CodeInstruction.compile 0x8804284 - sw $ra, 52($sp)
9114 user_main_a DEBUG compiler CodeInstruction.compile 0x8804288 - sw $fp, 48($sp)
9114 user_main_a DEBUG compiler CodeInstruction.compile 0x880428C - addu $fp, $sp, $zr <=> move $fp, $sp
9115 user_main_a DEBUG compiler CodeInstruction.compile 0x8804290 - sw $a0, 40($fp)
9115 user_main_a DEBUG compiler CodeInstruction.compile 0x8804294 - sw $a1, 44($fp)
9115 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804298 - jal 0x088046E0
9115 user_main_a DEBUG compiler CodeInstruction.compile 0x880429C - nop
9115 user_main_a DEBUG compiler CodeInstruction.compile 0x88042A0 - addiu $a0, $zr, 512 <=> li $a0, 512
9116 user_main_a DEBUG compiler CodeInstruction.compile 0x88042A4 - addiu $a1, $zr, 272 <=> li $a1, 272
9116 user_main_a DEBUG compiler CodeInstruction.compile 0x88042A8 - addiu $a2, $zr, 3 <=> li $a2, 3
9116 user_main_a DEBUG compiler CodeInstruction.compile < 0x88042AC - jal 0x08804780
9116 user_main_a DEBUG compiler CodeInstruction.compile 0x88042B0 - nop
9116 user_main_a DEBUG compiler CodeInstruction.compile 0x88042B4 - sw $v0, 12($fp)
9117 user_main_a DEBUG compiler CodeInstruction.compile 0x88042B8 - addiu $a0, $zr, 512 <=> li $a0, 512
9117 user_main_a DEBUG compiler CodeInstruction.compile 0x88042BC - addiu $a1, $zr, 272 <=> li $a1, 272
9117 user_main_a DEBUG compiler CodeInstruction.compile 0x88042C0 - addiu $a2, $zr, 3 <=> li $a2, 3
9117 user_main_a DEBUG compiler CodeInstruction.compile < 0x88042C4 - jal 0x08804780
9118 user_main_a DEBUG compiler CodeInstruction.compile 0x88042C8 - nop
9118 user_main_a DEBUG compiler CodeInstruction.compile 0x88042CC - sw $v0, 8($fp)
9118 user_main_a DEBUG compiler CodeInstruction.compile 0x88042D0 - addiu $a0, $zr, 512 <=> li $a0, 512
9118 user_main_a DEBUG compiler CodeInstruction.compile 0x88042D4 - addiu $a1, $zr, 272 <=> li $a1, 272
9119 user_main_a DEBUG compiler CodeInstruction.compile 0x88042D8 - addiu $a2, $zr, 2 <=> li $a2, 2
9119 user_main_a DEBUG compiler CodeInstruction.compile < 0x88042DC - jal 0x08804780
9119 user_main_a DEBUG compiler CodeInstruction.compile 0x88042E0 - nop
9119 user_main_a DEBUG compiler CodeInstruction.compile 0x88042E4 - sw $v0, 4($fp)
9119 user_main_a DEBUG compiler CodeInstruction.compile < 0x88042E8 - jal 0x08805B34
9120 user_main_a DEBUG compiler CodeInstruction.compile 0x88042EC - nop
9120 user_main_a DEBUG compiler CodeInstruction.compile 0x88042F0 - addu $a0, $zr, $zr <=> li $a0, 0
9120 user_main_a DEBUG compiler CodeInstruction.compile 0x88042F4 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9120 user_main_a DEBUG compiler CodeInstruction.compile 0x88042F8 - addiu $a1, $v0, -10144
9120 user_main_a DEBUG compiler CodeInstruction.compile < 0x88042FC - jal 0x08805EA4
9121 user_main_a DEBUG compiler CodeInstruction.compile 0x8804300 - nop
9121 user_main_a DEBUG compiler CodeInstruction.compile 0x8804304 - addiu $a0, $zr, 3 <=> li $a0, 3
9121 user_main_a DEBUG compiler CodeInstruction.compile 0x8804308 - lw $a1, 12($fp)
9121 user_main_a DEBUG compiler CodeInstruction.compile 0x880430C - addiu $a2, $zr, 512 <=> li $a2, 512
9122 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804310 - jal 0x08805530
9122 user_main_a DEBUG compiler CodeInstruction.compile 0x8804314 - nop
9122 user_main_a DEBUG compiler CodeInstruction.compile 0x8804318 - addiu $a0, $zr, 480 <=> li $a0, 480
9122 user_main_a DEBUG compiler CodeInstruction.compile 0x880431C - addiu $a1, $zr, 272 <=> li $a1, 272
9123 user_main_a DEBUG compiler CodeInstruction.compile 0x8804320 - lw $a2, 8($fp)
9151 user_main_a DEBUG compiler CodeInstruction.compile 0x8804324 - addiu $a3, $zr, 512 <=> li $a3, 512
9152 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804328 - jal 0x08805328
9152 user_main_a DEBUG compiler CodeInstruction.compile 0x880432C - nop
9152 user_main_a DEBUG compiler CodeInstruction.compile 0x8804330 - lw $a0, 4($fp)
9152 user_main_a DEBUG compiler CodeInstruction.compile 0x8804334 - addiu $a1, $zr, 512 <=> li $a1, 512
9152 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804338 - jal 0x08805168
9152 user_main_a DEBUG compiler CodeInstruction.compile 0x880433C - nop
9153 user_main_a DEBUG compiler CodeInstruction.compile 0x8804340 - addiu $a0, $zr, 1808 <=> li $a0, 1808
9153 user_main_a DEBUG compiler CodeInstruction.compile 0x8804344 - addiu $a1, $zr, 1912 <=> li $a1, 1912
9153 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804348 - jal 0x08805BF8
9153 user_main_a DEBUG compiler CodeInstruction.compile 0x880434C - nop
9153 user_main_a DEBUG compiler CodeInstruction.compile 0x8804350 - addiu $a0, $zr, 2048 <=> li $a0, 2048
9153 user_main_a DEBUG compiler CodeInstruction.compile 0x8804354 - addiu $a1, $zr, 2048 <=> li $a1, 2048
9154 user_main_a DEBUG compiler CodeInstruction.compile 0x8804358 - addiu $a2, $zr, 480 <=> li $a2, 480
9154 user_main_a DEBUG compiler CodeInstruction.compile 0x880435C - addiu $a3, $zr, 272 <=> li $a3, 272
9154 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804360 - jal 0x08806360
9154 user_main_a DEBUG compiler CodeInstruction.compile 0x8804364 - nop
9154 user_main_a DEBUG compiler CodeInstruction.compile 0x8804368 - ori $a0, $zr, -1 <=> li $a0, 65535
9154 user_main_a DEBUG compiler CodeInstruction.compile 0x880436C - addu $a1, $zr, $zr <=> li $a1, 0
9155 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804370 - jal 0x088051EC
9155 user_main_a DEBUG compiler CodeInstruction.compile 0x8804374 - nop
9155 user_main_a DEBUG compiler CodeInstruction.compile 0x8804378 - addu $a0, $zr, $zr <=> li $a0, 0
9155 user_main_a DEBUG compiler CodeInstruction.compile 0x880437C - addu $a1, $zr, $zr <=> li $a1, 0
9155 user_main_a DEBUG compiler CodeInstruction.compile 0x8804380 - addiu $a2, $zr, 480 <=> li $a2, 480
9155 user_main_a DEBUG compiler CodeInstruction.compile 0x8804384 - addiu $a3, $zr, 272 <=> li $a3, 272
9155 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804388 - jal 0x08805C30
9156 user_main_a DEBUG compiler CodeInstruction.compile 0x880438C - nop
9156 user_main_a DEBUG compiler CodeInstruction.compile 0x8804390 - addiu $a0, $zr, 2 <=> li $a0, 2
9156 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804394 - jal 0x0880561C
9156 user_main_a DEBUG compiler CodeInstruction.compile 0x8804398 - nop
9156 user_main_a DEBUG compiler CodeInstruction.compile 0x880439C - addiu $a0, $zr, 7 <=> li $a0, 7
9156 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043A0 - jal 0x088051E0
9157 user_main_a DEBUG compiler CodeInstruction.compile 0x88043A4 - nop
9157 user_main_a DEBUG compiler CodeInstruction.compile 0x88043A8 - addiu $a0, $zr, 1 <=> li $a0, 1
9157 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043AC - jal 0x0880561C
9157 user_main_a DEBUG compiler CodeInstruction.compile 0x88043B0 - nop
9157 user_main_a DEBUG compiler CodeInstruction.compile 0x88043B4 - addu $a0, $zr, $zr <=> li $a0, 0
9157 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043B8 - jal 0x08805A88
9158 user_main_a DEBUG compiler CodeInstruction.compile 0x88043BC - nop
9158 user_main_a DEBUG compiler CodeInstruction.compile 0x88043C0 - addiu $a0, $zr, 1 <=> li $a0, 1
9158 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043C4 - jal 0x08805E84
9158 user_main_a DEBUG compiler CodeInstruction.compile 0x88043C8 - nop
9158 user_main_a DEBUG compiler CodeInstruction.compile 0x88043CC - addiu $a0, $zr, 5 <=> li $a0, 5
9158 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043D0 - jal 0x0880561C
9158 user_main_a DEBUG compiler CodeInstruction.compile 0x88043D4 - nop
9159 user_main_a DEBUG compiler CodeInstruction.compile 0x88043D8 - addiu $a0, $zr, 9 <=> li $a0, 9
9159 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043DC - jal 0x0880561C
9159 user_main_a DEBUG compiler CodeInstruction.compile 0x88043E0 - nop
9159 user_main_a DEBUG compiler CodeInstruction.compile 0x88043E4 - addiu $a0, $zr, 8 <=> li $a0, 8
9159 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043E8 - jal 0x0880561C
9160 user_main_a DEBUG compiler CodeInstruction.compile 0x88043EC - nop
9160 user_main_a DEBUG compiler CodeInstruction.compile < 0x88043F0 - jal 0x088059A0
9160 user_main_a DEBUG compiler CodeInstruction.compile 0x88043F4 - nop
9160 user_main_a DEBUG compiler CodeInstruction.compile 0x88043F8 - addu $a0, $zr, $zr <=> li $a0, 0
9160 user_main_a DEBUG compiler CodeInstruction.compile 0x88043FC - addu $a1, $zr, $zr <=> li $a1, 0
9160 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804400 - jal 0x088060D0
9160 user_main_a DEBUG compiler CodeInstruction.compile 0x8804404 - nop
9161 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804408 - jal 0x08809E88 [sceDisplayWaitVblankStart]
9161 user_main_a DEBUG compiler CodeInstruction.compile 0x880440C - nop
9161 user_main_a DEBUG compiler CodeInstruction.compile 0x8804410 - addiu $a0, $zr, 1 <=> li $a0, 1
9161 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804414 - jal 0x088053EC
9161 user_main_a DEBUG compiler CodeInstruction.compile 0x8804418 - nop
9161 user_main_a DEBUG compiler CodeInstruction.compile 0x880441C - sw $zr, 0($fp)
9162 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804420 - j 0x08804680
9162 user_main_a DEBUG compiler CodeInstruction.compile 0x8804424 - nop
9162 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804428 - addu $a0, $zr, $zr <=> li $a0, 0
9162 user_main_a DEBUG compiler CodeInstruction.compile 0x880442C - lui $v0, 0x0881 <=> li $v0, 0x08810000
9162 user_main_a DEBUG compiler CodeInstruction.compile 0x8804430 - addiu $a1, $v0, -10144
9162 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804434 - jal 0x08805EA4
9163 user_main_a DEBUG compiler CodeInstruction.compile 0x8804438 - nop
9163 user_main_a DEBUG compiler CodeInstruction.compile 0x880443C - lui $v0, 0xFF55 <=> li $v0, 0xFF550000
9163 user_main_a DEBUG compiler CodeInstruction.compile 0x8804440 - ori $a0, $v0, 17459
9163 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804444 - jal 0x08805118
9163 user_main_a DEBUG compiler CodeInstruction.compile 0x8804448 - nop
9163 user_main_a DEBUG compiler CodeInstruction.compile 0x880444C - addu $a0, $zr, $zr <=> li $a0, 0
9163 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804450 - jal 0x08805140
9164 user_main_a DEBUG compiler CodeInstruction.compile 0x8804454 - nop
9164 user_main_a DEBUG compiler CodeInstruction.compile 0x8804458 - addiu $a0, $zr, 5 <=> li $a0, 5
9164 user_main_a DEBUG compiler CodeInstruction.compile < 0x880445C - jal 0x08804F28
9164 user_main_a DEBUG compiler CodeInstruction.compile 0x8804460 - nop
9164 user_main_a DEBUG compiler CodeInstruction.compile 0x8804464 - addu $a0, $zr, $zr <=> li $a0, 0
9164 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804468 - jal 0x08804894
9165 user_main_a DEBUG compiler CodeInstruction.compile 0x880446C - nop
9165 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804470 - jal 0x08804868
9165 user_main_a DEBUG compiler CodeInstruction.compile 0x8804474 - nop
9165 user_main_a DEBUG compiler CodeInstruction.compile 0x8804478 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9165 user_main_a DEBUG compiler CodeInstruction.compile 0x880447C - lwc1 $f2, -24132($v0)
9165 user_main_a DEBUG compiler CodeInstruction.compile 0x8804480 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9166 user_main_a DEBUG compiler CodeInstruction.compile 0x8804484 - lwc1 $f3, -24128($v0)
9166 user_main_a DEBUG compiler CodeInstruction.compile 0x8804488 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9166 user_main_a DEBUG compiler CodeInstruction.compile 0x880448C - lwc1 $f0, -24124($v0)
9166 user_main_a DEBUG compiler CodeInstruction.compile 0x8804490 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9166 user_main_a DEBUG compiler CodeInstruction.compile 0x8804494 - lwc1 $f1, -24120($v0)
9166 user_main_a DEBUG compiler CodeInstruction.compile 0x8804498 - mov.s $f12, $f2
9167 user_main_a DEBUG compiler CodeInstruction.compile 0x880449C - mov.s $f13, $f3
9167 user_main_a DEBUG compiler CodeInstruction.compile 0x88044A0 - mov.s $f14, $f0
9167 user_main_a DEBUG compiler CodeInstruction.compile 0x88044A4 - mov.s $f15, $f1
9167 user_main_a DEBUG compiler CodeInstruction.compile < 0x88044A8 - jal 0x088048F4
9167 user_main_a DEBUG compiler CodeInstruction.compile 0x88044AC - nop
9167 user_main_a DEBUG compiler CodeInstruction.compile 0x88044B0 - addiu $a0, $zr, 1 <=> li $a0, 1
9168 user_main_a DEBUG compiler CodeInstruction.compile < 0x88044B4 - jal 0x08804894
9168 user_main_a DEBUG compiler CodeInstruction.compile 0x88044B8 - nop
9168 user_main_a DEBUG compiler CodeInstruction.compile < 0x88044BC - jal 0x08804868
9168 user_main_a DEBUG compiler CodeInstruction.compile 0x88044C0 - nop
9168 user_main_a DEBUG compiler CodeInstruction.compile 0x88044C4 - addiu $a0, $zr, 2 <=> li $a0, 2
9168 user_main_a DEBUG compiler CodeInstruction.compile < 0x88044C8 - jal 0x08804894
9169 user_main_a DEBUG compiler CodeInstruction.compile 0x88044CC - nop
9169 user_main_a DEBUG compiler CodeInstruction.compile < 0x88044D0 - jal 0x08804868
9169 user_main_a DEBUG compiler CodeInstruction.compile 0x88044D4 - nop
9169 user_main_a DEBUG compiler CodeInstruction.compile 0x88044D8 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9169 user_main_a DEBUG compiler CodeInstruction.compile 0x88044DC - lw $a0, -24144($v0)
9169 user_main_a DEBUG compiler CodeInstruction.compile 0x88044E0 - addiu $v1, $v0, -24144
9169 user_main_a DEBUG compiler CodeInstruction.compile 0x88044E4 - lw $v1, 4($v1)
9170 user_main_a DEBUG compiler CodeInstruction.compile 0x88044E8 - addiu $v0, $v0, -24144
9170 user_main_a DEBUG compiler CodeInstruction.compile 0x88044EC - lw $v0, 8($v0)
9170 user_main_a DEBUG compiler CodeInstruction.compile 0x88044F0 - sw $a0, 16($fp)
9170 user_main_a DEBUG compiler CodeInstruction.compile 0x88044F4 - sw $v1, 20($fp)
9170 user_main_a DEBUG compiler CodeInstruction.compile 0x88044F8 - sw $v0, 24($fp)
9170 user_main_a DEBUG compiler CodeInstruction.compile 0x88044FC - lwc1 $f0, 0($fp)
9171 user_main_a DEBUG compiler CodeInstruction.compile 0x8804500 - cvt.s.w $f1, $f0
9171 user_main_a DEBUG compiler CodeInstruction.compile 0x8804504 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9171 user_main_a DEBUG compiler CodeInstruction.compile 0x8804508 - lwc1 $f0, -24116($v0)
9171 user_main_a DEBUG compiler CodeInstruction.compile 0x880450C - mul.s $f1, $f1, $f0
9171 user_main_a DEBUG compiler CodeInstruction.compile 0x8804510 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9172 user_main_a DEBUG compiler CodeInstruction.compile 0x8804514 - lwc1 $f0, -24112($v0)
9172 user_main_a DEBUG compiler CodeInstruction.compile 0x8804518 - mul.s $f3, $f1, $f0
9172 user_main_a DEBUG compiler CodeInstruction.compile 0x880451C - lwc1 $f0, 0($fp)
9172 user_main_a DEBUG compiler CodeInstruction.compile 0x8804520 - cvt.s.w $f1, $f0
9172 user_main_a DEBUG compiler CodeInstruction.compile 0x8804524 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9172 user_main_a DEBUG compiler CodeInstruction.compile 0x8804528 - lwc1 $f0, -24108($v0)
9172 user_main_a DEBUG compiler CodeInstruction.compile 0x880452C - mul.s $f1, $f1, $f0
9173 user_main_a DEBUG compiler CodeInstruction.compile 0x8804530 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9173 user_main_a DEBUG compiler CodeInstruction.compile 0x8804534 - lwc1 $f0, -24112($v0)
9173 user_main_a DEBUG compiler CodeInstruction.compile 0x8804538 - mul.s $f2, $f1, $f0
9173 user_main_a DEBUG compiler CodeInstruction.compile 0x880453C - lwc1 $f0, 0($fp)
9173 user_main_a DEBUG compiler CodeInstruction.compile 0x8804540 - cvt.s.w $f1, $f0
9173 user_main_a DEBUG compiler CodeInstruction.compile 0x8804544 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9173 user_main_a DEBUG compiler CodeInstruction.compile 0x8804548 - lwc1 $f0, -24104($v0)
9174 user_main_a DEBUG compiler CodeInstruction.compile 0x880454C - mul.s $f1, $f1, $f0
9174 user_main_a DEBUG compiler CodeInstruction.compile 0x8804550 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9174 user_main_a DEBUG compiler CodeInstruction.compile 0x8804554 - lwc1 $f0, -24112($v0)
9174 user_main_a DEBUG compiler CodeInstruction.compile 0x8804558 - mul.s $f0, $f1, $f0
9174 user_main_a DEBUG compiler CodeInstruction.compile 0x880455C - swc1 $f3, 28($fp)
9174 user_main_a DEBUG compiler CodeInstruction.compile 0x8804560 - swc1 $f2, 32($fp)
9175 user_main_a DEBUG compiler CodeInstruction.compile 0x8804564 - swc1 $f0, 36($fp)
9175 user_main_a DEBUG compiler CodeInstruction.compile 0x8804568 - addiu $v0, $fp, 16
9175 user_main_a DEBUG compiler CodeInstruction.compile 0x880456C - addu $a0, $v0, $zr <=> move $a0, $v0
9175 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804570 - jal 0x088049F0
9175 user_main_a DEBUG compiler CodeInstruction.compile 0x8804574 - nop
9175 user_main_a DEBUG compiler CodeInstruction.compile 0x8804578 - addiu $v0, $fp, 28
9175 user_main_a DEBUG compiler CodeInstruction.compile 0x880457C - addu $a0, $v0, $zr <=> move $a0, $v0
9176 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804580 - jal 0x08804BF0
9176 user_main_a DEBUG compiler CodeInstruction.compile 0x8804584 - nop
9176 user_main_a DEBUG compiler CodeInstruction.compile 0x8804588 - addiu $a0, $zr, 2 <=> li $a0, 2
9176 user_main_a DEBUG compiler CodeInstruction.compile 0x880458C - addu $a1, $zr, $zr <=> li $a1, 0
9176 user_main_a DEBUG compiler CodeInstruction.compile 0x8804590 - addu $a2, $zr, $zr <=> li $a2, 0
9177 user_main_a DEBUG compiler CodeInstruction.compile 0x8804594 - addu $a3, $zr, $zr <=> li $a3, 0
9177 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804598 - jal 0x08806298
9177 user_main_a DEBUG compiler CodeInstruction.compile 0x880459C - nop
9177 user_main_a DEBUG compiler CodeInstruction.compile 0x88045A0 - addu $a0, $zr, $zr <=> li $a0, 0
9177 user_main_a DEBUG compiler CodeInstruction.compile 0x88045A4 - addiu $a1, $zr, 64 <=> li $a1, 64
9177 user_main_a DEBUG compiler CodeInstruction.compile 0x88045A8 - addiu $a2, $zr, 64 <=> li $a2, 64
9177 user_main_a DEBUG compiler CodeInstruction.compile 0x88045AC - addiu $a3, $zr, 64 <=> li $a3, 64
9178 user_main_a DEBUG compiler CodeInstruction.compile 0x88045B0 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9178 user_main_a DEBUG compiler CodeInstruction.compile 0x88045B4 - addiu $t0, $v0, -21504
9178 user_main_a DEBUG compiler CodeInstruction.compile < 0x88045B8 - jal 0x088061D4
9178 user_main_a DEBUG compiler CodeInstruction.compile 0x88045BC - nop
9178 user_main_a DEBUG compiler CodeInstruction.compile 0x88045C0 - addiu $a0, $zr, 4 <=> li $a0, 4
9178 user_main_a DEBUG compiler CodeInstruction.compile 0x88045C4 - addu $a1, $zr, $zr <=> li $a1, 0
9178 user_main_a DEBUG compiler CodeInstruction.compile < 0x88045C8 - jal 0x0880616C
9179 user_main_a DEBUG compiler CodeInstruction.compile 0x88045CC - nop
9179 user_main_a DEBUG compiler CodeInstruction.compile 0x88045D0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9179 user_main_a DEBUG compiler CodeInstruction.compile 0x88045D4 - ori $a0, $v0, -256
9179 user_main_a DEBUG compiler CodeInstruction.compile < 0x88045D8 - jal 0x08806144
9179 user_main_a DEBUG compiler CodeInstruction.compile 0x88045DC - nop
9179 user_main_a DEBUG compiler CodeInstruction.compile 0x88045E0 - addiu $a0, $zr, 1 <=> li $a0, 1
9180 user_main_a DEBUG compiler CodeInstruction.compile 0x88045E4 - addiu $a1, $zr, 1 <=> li $a1, 1
9180 user_main_a DEBUG compiler CodeInstruction.compile < 0x88045E8 - jal 0x0880615C
9180 user_main_a DEBUG compiler CodeInstruction.compile 0x88045EC - nop
9180 user_main_a DEBUG compiler CodeInstruction.compile 0x88045F0 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9180 user_main_a DEBUG compiler CodeInstruction.compile 0x88045F4 - lwc1 $f1, -24100($v0)
9180 user_main_a DEBUG compiler CodeInstruction.compile 0x88045F8 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9181 user_main_a DEBUG compiler CodeInstruction.compile 0x88045FC - lwc1 $f0, -24100($v0)
9181 user_main_a DEBUG compiler CodeInstruction.compile 0x8804600 - mov.s $f12, $f1
9181 user_main_a DEBUG compiler CodeInstruction.compile 0x8804604 - mov.s $f13, $f0
9181 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804608 - jal 0x08806330
9181 user_main_a DEBUG compiler CodeInstruction.compile 0x880460C - nop
9182 user_main_a DEBUG compiler CodeInstruction.compile 0x8804610 - mtc1 $zr, $f12
9182 user_main_a DEBUG compiler CodeInstruction.compile 0x8804614 - mtc1 $zr, $f13
9182 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804618 - jal 0x08806300
9182 user_main_a DEBUG compiler CodeInstruction.compile 0x880461C - nop
9182 user_main_a DEBUG compiler CodeInstruction.compile 0x8804620 - addiu $a0, $zr, -1 <=> li $a0, -1
9182 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804624 - jal 0x08804EEC
9183 user_main_a DEBUG compiler CodeInstruction.compile 0x8804628 - nop
9183 user_main_a DEBUG compiler CodeInstruction.compile 0x880462C - addiu $a0, $zr, 3 <=> li $a0, 3
9183 user_main_a DEBUG compiler CodeInstruction.compile 0x8804630 - addiu $a1, $zr, 415 <=> li $a1, 415
9183 user_main_a DEBUG compiler CodeInstruction.compile 0x8804634 - addiu $a2, $zr, 36 <=> li $a2, 36
9183 user_main_a DEBUG compiler CodeInstruction.compile 0x8804638 - addu $a3, $zr, $zr <=> li $a3, 0
9183 user_main_a DEBUG compiler CodeInstruction.compile 0x880463C - lui $v0, 0x0881 <=> li $v0, 0x08810000
9184 user_main_a DEBUG compiler CodeInstruction.compile 0x8804640 - addiu $t0, $v0, -22384
9184 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804644 - jal 0x08804B88
9184 user_main_a DEBUG compiler CodeInstruction.compile 0x8804648 - nop
9184 user_main_a DEBUG compiler CodeInstruction.compile < 0x880464C - jal 0x088059A0
9184 user_main_a DEBUG compiler CodeInstruction.compile 0x8804650 - nop
9184 user_main_a DEBUG compiler CodeInstruction.compile 0x8804654 - addu $a0, $zr, $zr <=> li $a0, 0
9184 user_main_a DEBUG compiler CodeInstruction.compile 0x8804658 - addu $a1, $zr, $zr <=> li $a1, 0
9185 user_main_a DEBUG compiler CodeInstruction.compile < 0x880465C - jal 0x088060D0
9185 user_main_a DEBUG compiler CodeInstruction.compile 0x8804660 - nop
9185 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804664 - jal 0x08809E88 [sceDisplayWaitVblankStart]
9185 user_main_a DEBUG compiler CodeInstruction.compile 0x8804668 - nop
9185 user_main_a DEBUG compiler CodeInstruction.compile < 0x880466C - jal 0x08806024
9185 user_main_a DEBUG compiler CodeInstruction.compile 0x8804670 - nop
9186 user_main_a DEBUG compiler CodeInstruction.compile 0x8804674 - lw $v0, 0($fp)
9186 user_main_a DEBUG compiler CodeInstruction.compile 0x8804678 - addiu $v0, $v0, 1
9186 user_main_a DEBUG compiler CodeInstruction.compile 0x880467C - sw $v0, 0($fp)
9186 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8804680 - jal 0x088046BC
9186 user_main_a DEBUG compiler CodeInstruction.compile 0x8804684 - nop
9186 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804688 - bne $v0, $zr, 0x08804428
9186 user_main_a DEBUG compiler CodeInstruction.compile 0x880468C - nop
9187 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804690 - jal 0x08806114
9187 user_main_a DEBUG compiler CodeInstruction.compile 0x8804694 - nop
9187 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804698 - jal 0x08809F60 [sceKernelExitGame]
9187 user_main_a DEBUG compiler CodeInstruction.compile 0x880469C - nop
9187 user_main_a DEBUG compiler CodeInstruction.compile 0x88046A0 - addu $v0, $zr, $zr <=> li $v0, 0
9187 user_main_a DEBUG compiler CodeInstruction.compile 0x88046A4 - addu $sp, $fp, $zr <=> move $sp, $fp
9187 user_main_a DEBUG compiler CodeInstruction.compile 0x88046A8 - lw $ra, 52($sp)
9188 user_main_a DEBUG compiler CodeInstruction.compile 0x88046AC - lw $fp, 48($sp)
9188 user_main_a DEBUG compiler CodeInstruction.compile 0x88046B0 - addiu $sp, $sp, 56
9188 user_main_a DEBUG compiler CodeInstruction.compile 0x88046B4 - jr $ra
9188 user_main_a DEBUG compiler CodeInstruction.compile 0x88046B8 - nop
9190 user_main_a DEBUG compiler Compiling _S1_2_88046E0
9190 user_main_a DEBUG compiler CodeInstruction.compile > 0x88046E0 - lui $a0, 0x0881 <=> li $a0, 0x08810000
9190 user_main_a DEBUG compiler CodeInstruction.compile 0x88046E4 - lui $a1, 0x0880 <=> li $a1, 0x08800000
9191 user_main_a DEBUG compiler CodeInstruction.compile 0x88046E8 - addiu $sp, $sp, -8
9191 user_main_a DEBUG compiler CodeInstruction.compile 0x88046EC - addiu $a0, $a0, -24096
9191 user_main_a DEBUG compiler CodeInstruction.compile 0x88046F0 - addiu $a1, $a1, 18240
9191 user_main_a DEBUG compiler CodeInstruction.compile 0x88046F4 - addiu $a2, $zr, 17 <=> li $a2, 17
9191 user_main_a DEBUG compiler CodeInstruction.compile 0x88046F8 - addiu $a3, $zr, 4000 <=> li $a3, 4000
9191 user_main_a DEBUG compiler CodeInstruction.compile 0x88046FC - addu $t0, $zr, $zr <=> li $t0, 0
9192 user_main_a DEBUG compiler CodeInstruction.compile 0x8804700 - sw $s0, 0($sp)
9192 user_main_a DEBUG compiler CodeInstruction.compile 0x8804704 - sw $ra, 4($sp)
9192 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804708 - jal 0x08809F48 [sceKernelCreateThread]
9192 user_main_a DEBUG compiler CodeInstruction.compile 0x880470C - addu $t1, $zr, $zr <=> li $t1, 0
9193 user_main_a DEBUG compiler CodeInstruction.compile 0x8804710 - addu $s0, $v0, $zr <=> move $s0, $v0
9193 user_main_a DEBUG compiler CodeInstruction.compile 0x8804714 - addu $a0, $v0, $zr <=> move $a0, $v0
9193 user_main_a DEBUG compiler CodeInstruction.compile 0x8804718 - addu $a1, $zr, $zr <=> li $a1, 0
9194 user_main_a DEBUG compiler CodeInstruction.compile < 0x880471C - bltz $v0, 0x0880472C
9194 user_main_a DEBUG compiler CodeInstruction.compile 0x8804720 - addu $a2, $zr, $zr <=> li $a2, 0
9194 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804724 - jal 0x08809F50 [sceKernelStartThread]
9194 user_main_a DEBUG compiler CodeInstruction.compile 0x8804728 - nop
9194 user_main_a DEBUG compiler CodeInstruction.compile > 0x880472C - addu $v0, $s0, $zr <=> move $v0, $s0
9194 user_main_a DEBUG compiler CodeInstruction.compile 0x8804730 - lw $ra, 4($sp)
9194 user_main_a DEBUG compiler CodeInstruction.compile 0x8804734 - lw $s0, 0($sp)
9195 user_main_a DEBUG compiler CodeInstruction.compile 0x8804738 - jr $ra
9195 user_main_a DEBUG compiler CodeInstruction.compile 0x880473C - addiu $sp, $sp, 8
9195 user_main_a DEBUG hle.ThreadManForUser sceKernelCreateThread redirecting to hleKernelCreateThread
9195 user_main_a DEBUG hle.SysMemUserForUser malloc partition=2, type=PSP_SMEM_High, size=0x1000, addr=0x00000000: returns 0x09FFF000
9195 user_main_a DEBUG hle.ThreadManForUser hleKernelCreateThread SceUID=c name:'update_thread' PC=8804740 attr:0x0 pri:0x11 stackSize:0xfa0
9196 user_main_a DEBUG hle.ThreadManForUser sceKernelCreateThread inheriting user mode
9196 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9196 user_main_a DEBUG runtime syncEmulator immediately=false
9196 user_main_a DEBUG hle.ThreadManForUser sceKernelStartThread redirecting to hleKernelStartThread
9196 user_main_a DEBUG hle.ThreadManForUser hleKernelStartThread SceUID=c name:'update_thread' dataLen=0x0 data=0x0 gp=0x8815820
9196 user_main_a DEBUG hle.ThreadManForUser hleKernelStartThread switching in thread immediately
9196 user_main_a DEBUG hle.ThreadManForUser Context switching to 'update_thread(Status PSP_THREAD_READY, Wait None)' after reschedule
9197 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=c name:'update_thread'
9197 user_main_a DEBUG runtime Switching from Thread user_main to update_thread
9197 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=update_thread_c
9197 user_main_a DEBUG runtime Waiting to be scheduled...
9197 update_thread_c DEBUG compiler Compiling _S1_2_8804740
9198 update_thread_c DEBUG compiler CodeInstruction.compile > 0x8804740 - lui $a1, 0x0880 <=> li $a1, 0x08800000
9198 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804744 - lui $a0, 0x0881 <=> li $a0, 0x08810000
9198 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804748 - addiu $sp, $sp, -8
9198 update_thread_c DEBUG compiler CodeInstruction.compile 0x880474C - addiu $a1, $a1, 18124
9198 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804750 - addu $a2, $zr, $zr <=> li $a2, 0
9199 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804754 - sw $ra, 0($sp)
9199 update_thread_c DEBUG compiler CodeInstruction.compile < 0x8804758 - jal 0x08809F20 [sceKernelCreateCallback]
9199 update_thread_c DEBUG compiler CodeInstruction.compile 0x880475C - addiu $a0, $a0, -24080
9199 update_thread_c DEBUG compiler CodeInstruction.compile < 0x8804760 - jal 0x08809F68 [sceKernelRegisterExitCallback]
9199 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804764 - addu $a0, $v0, $zr <=> move $a0, $v0
9199 update_thread_c DEBUG compiler CodeInstruction.compile < 0x8804768 - jal 0x08809F28 [sceKernelSleepThreadCB]
9199 update_thread_c DEBUG compiler CodeInstruction.compile 0x880476C - nop
9200 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804770 - lw $ra, 0($sp)
9200 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804774 - addu $v0, $zr, $zr <=> li $v0, 0
9200 update_thread_c DEBUG compiler CodeInstruction.compile 0x8804778 - jr $ra
9200 update_thread_c DEBUG compiler CodeInstruction.compile 0x880477C - addiu $sp, $sp, 8
9200 update_thread_c DEBUG compiler Compiling _S1_2_8809F20
9201 update_thread_c DEBUG compiler CodeInstruction.compile > 0x8809F20 - jr $ra
9201 update_thread_c DEBUG compiler CodeInstruction.compile 0x8809F24 - syscall 0x0445F [sceKernelCreateCallback]
9201 update_thread_c DEBUG hle.ThreadManForUser hleKernelCreateCallback SceUID=e name:'Exit Callback' PC=88046cc arg=0 thread:'update_thread'
9202 update_thread_c DEBUG runtime syncThread currentThread=update_thread_c, currentRuntimeThread=update_thread_c
9202 update_thread_c DEBUG runtime syncEmulator immediately=false
9202 update_thread_c DEBUG compiler Compiling _S1_2_8809F68
9202 update_thread_c DEBUG compiler CodeInstruction.compile > 0x8809F68 - jr $ra
9202 update_thread_c DEBUG compiler CodeInstruction.compile 0x8809F6C - syscall 0x044E5 [sceKernelRegisterExitCallback]
9203 update_thread_c INFO hle.LoadExecForUser sceKernelRegisterExitCallback SceUID=e
9203 update_thread_c DEBUG runtime syncThread currentThread=update_thread_c, currentRuntimeThread=update_thread_c
9203 update_thread_c DEBUG runtime syncEmulator immediately=false
9203 update_thread_c DEBUG compiler Compiling _S1_2_8809F28
9203 update_thread_c DEBUG compiler CodeInstruction.compile > 0x8809F28 - jr $ra
9204 update_thread_c DEBUG compiler CodeInstruction.compile 0x8809F2C - syscall 0x04467 [sceKernelSleepThreadCB]
9204 update_thread_c DEBUG hle.ThreadManForUser sceKernelSleepThreadCB SceUID=c name:'update_thread'
9204 update_thread_c DEBUG hle.ThreadManForUser -------------------- hleKernelThreadWait micros=0 forever:true thread:'update_thread' caller:'ThreadManForUser.hleKernelSleepThread'
9204 update_thread_c DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9205 update_thread_c DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9205 update_thread_c DEBUG runtime Switching from Thread update_thread to user_main
9205 update_thread_c DEBUG runtime syncThread currentThread=update_thread_c, currentRuntimeThread=user_main_a
9205 update_thread_c DEBUG runtime Waiting to be scheduled...
9205 user_main_a DEBUG runtime Scheduled, restarting...
9205 user_main_a DEBUG runtime syncEmulator immediately=false
9205 user_main_a DEBUG compiler Compiling _S1_2_8804780
9206 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804780 - sltiu $v0, $a2, 8
9206 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804784 - beq $v0, $zr, 0x088047A8
9206 user_main_a DEBUG compiler CodeInstruction.compile 0x8804788 - addu $a3, $a0, $zr <=> move $a3, $a0
9206 user_main_a DEBUG compiler CodeInstruction.compile 0x880478C - lui $v1, 0x0881 <=> li $v1, 0x08810000
9206 user_main_a DEBUG compiler CodeInstruction.compile 0x8804790 - sll $v0, $a2, 0x0002
9206 user_main_a DEBUG compiler CodeInstruction.compile 0x8804794 - addiu $v1, $v1, -24064
9207 user_main_a DEBUG compiler CodeInstruction.compile 0x8804798 - addu $v0, $v0, $v1
9207 user_main_a DEBUG compiler CodeInstruction.compile 0x880479C - lw $a0, 0($v0)
9207 user_main_a DEBUG compiler CodeInstruction.compile 0x88047A0 - jr $a0
9207 user_main_a DEBUG compiler CodeInstruction.compile 0x88047A4 - nop
9207 user_main_a DEBUG compiler CodeInstruction.compile > 0x88047A8 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9207 user_main_a DEBUG compiler CodeInstruction.compile 0x88047AC - lw $v0, -10140($v1)
9208 user_main_a DEBUG compiler CodeInstruction.compile 0x88047B0 - addu $a0, $zr, $zr <=> li $a0, 0
9208 user_main_a DEBUG compiler CodeInstruction.compile 0x88047B4 - addu $a0, $a0, $v0
9208 user_main_a DEBUG compiler CodeInstruction.compile 0x88047B8 - jr $ra
9208 user_main_a DEBUG compiler CodeInstruction.compile 0x88047BC - sw $a0, -10140($v1)
9208 user_main_a DEBUG compiler Compiling _S1_2_88047E0
9209 user_main_a DEBUG compiler CodeInstruction.compile > 0x88047E0 - sll $v0, $a3, 0x0002
9209 user_main_a DEBUG compiler CodeInstruction.compile 0x88047E4 - mult $a1, $v0
9209 user_main_a DEBUG compiler CodeInstruction.compile 0x88047E8 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9209 user_main_a DEBUG compiler CodeInstruction.compile 0x88047EC - lw $v0, -10140($v1)
9209 user_main_a DEBUG compiler CodeInstruction.compile 0x88047F0 - mflo $a0
9209 user_main_a DEBUG compiler CodeInstruction.compile 0x88047F4 - addu $a0, $a0, $v0
9210 user_main_a DEBUG compiler CodeInstruction.compile 0x88047F8 - jr $ra
9210 user_main_a DEBUG compiler CodeInstruction.compile 0x88047FC - sw $a0, -10140($v1)
9210 user_main_a DEBUG compiler Compiling _S1_2_8804800
9210 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804800 - sll $v0, $a3, 0x0001
9211 user_main_a DEBUG compiler CodeInstruction.compile 0x8804804 - mult $a1, $v0
9211 user_main_a DEBUG compiler CodeInstruction.compile 0x8804808 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9211 user_main_a DEBUG compiler CodeInstruction.compile 0x880480C - lw $v0, -10140($v1)
9211 user_main_a DEBUG compiler CodeInstruction.compile 0x8804810 - mflo $a0
9212 user_main_a DEBUG compiler CodeInstruction.compile 0x8804814 - addu $a0, $a0, $v0
9212 user_main_a DEBUG compiler CodeInstruction.compile 0x8804818 - jr $ra
9212 user_main_a DEBUG compiler CodeInstruction.compile 0x880481C - sw $a0, -10140($v1)
9212 user_main_a DEBUG compiler Compiling _S1_2_8805B34
9213 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805B34 - addiu $sp, $sp, -32
9213 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B38 - sw $s0, 16($sp)
9213 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B3C - lui $v0, 0x0880 <=> li $v0, 0x08800000
9213 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B40 - lui $s0, 0x0891 <=> li $s0, 0x08910000
9213 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B44 - lui $v1, 0x0880 <=> li $v1, 0x08800000
9213 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B48 - addiu $s0, $s0, 20156
9214 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B4C - addu $a0, $sp, $zr <=> move $a0, $sp
9214 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B50 - addiu $v1, $v1, 25704
9214 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B54 - addiu $v0, $v0, 25732
9214 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B58 - sw $ra, 24($sp)
9214 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B5C - sw $v1, 8($sp)
9214 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B60 - sw $s1, 20($sp)
9214 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B64 - sw $s0, 4($sp)
9215 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B68 - sw $s0, 12($sp)
9215 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805B6C - jal 0x08809EB8 [sceGeSetCallback]
9215 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B70 - sw $v0, 0($sp)
9215 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B74 - sw $v0, 48($s0)
9215 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B78 - sw $zr, 52($s0)
9215 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805B7C - jal 0x08809E90 [sceGeEdramGetAddr]
9216 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B80 - sw $zr, 56($s0)
9216 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B84 - lw $a2, 48($s0)
9216 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B88 - lui $v1, 0x0881 <=> li $v1, 0x08810000
9216 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B8C - lui $a0, 0x1FFF <=> li $a0, 0x1FFF0000
9216 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B90 - addiu $v1, $v1, -13280
9216 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B94 - ori $a0, $a0, -1
9217 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B98 - and $a0, $v1, $a0
9217 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B9C - addu $a1, $zr, $zr <=> li $a1, 0
9217 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BA0 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9217 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BA4 - addu $a3, $zr, $zr <=> li $a3, 0
9217 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BA8 - sw $v0, 19712($v1)
9217 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805BAC - jal 0x08809E98 [sceGeListEnQueue]
9217 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BB0 - lui $s1, 0x0891 <=> li $s1, 0x08910000
9218 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805BB4 - jal 0x088064E0
9218 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BB8 - sw $v0, 20136($s1)
9218 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BBC - lui $a0, 0x0881 <=> li $a0, 0x08810000
9218 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BC0 - addiu $a0, $a0, -23928
9218 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BC4 - addiu $a1, $zr, 512 <=> li $a1, 512
9218 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BC8 - addiu $a2, $zr, 3 <=> li $a2, 3
9219 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805BCC - jal 0x08809F30 [sceKernelCreateEventFlag]
9219 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BD0 - addu $a3, $zr, $zr <=> li $a3, 0
9219 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BD4 - lw $a0, 20136($s1)
9219 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BD8 - addu $a1, $zr, $zr <=> li $a1, 0
9219 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805BDC - jal 0x08809EA8 [sceGeListSync]
9219 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BE0 - sw $v0, 44($s0)
9220 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BE4 - lw $ra, 24($sp)
9220 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BE8 - lw $s1, 20($sp)
9220 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BEC - lw $s0, 16($sp)
9220 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BF0 - jr $ra
9220 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BF4 - addiu $sp, $sp, 32
9221 user_main_a DEBUG compiler Compiling _S1_2_8809EB8
9221 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EB8 - jr $ra
9221 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EBC - syscall 0x045AB [sceGeSetCallback]
9222 user_main_a DEBUG hle.sceGe_user sceGeSetCallback signalFunc=0x08806484, signalArg=0x08914EBC, finishFunc=0x08806468, finishArg=0x08914EBC, result cbid=0xF
9223 user_main_a DEBUG hle.ThreadManForUser hleKernelCreateCallback SceUID=10 name:'GeCallbackSignal' PC=8806484 arg=8914ebc thread:'user_main'
9223 user_main_a DEBUG hle.ThreadManForUser hleKernelCreateCallback SceUID=11 name:'GeCallbackFinish' PC=8806468 arg=8914ebc thread:'user_main'
9223 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9223 user_main_a DEBUG runtime syncEmulator immediately=false
9223 user_main_a DEBUG compiler Compiling _S1_2_8809E90
9224 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E90 - jr $ra
9224 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E94 - syscall 0x0459D [sceGeEdramGetAddr]
9224 user_main_a DEBUG compiler Compiling _S1_2_8809E98
9224 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E98 - jr $ra
9225 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E9C - syscall 0x045A3 [sceGeListEnQueue]
9225 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880CC20, stall=0x00000000, cbid=0xF, arg=0x00000000)
9226 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x0
9226 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9226 user_main_a DEBUG runtime syncEmulator immediately=false
9226 user_main_a DEBUG compiler Compiling _S1_2_88064E0
9227 user_main_a DEBUG compiler CodeInstruction.compile > 0x88064E0 - lui $a1, 0x0891 <=> li $a1, 0x08910000
9227 user_main_a DEBUG compiler CodeInstruction.compile 0x88064E4 - addiu $a0, $a1, 19680
9227 user_main_a DEBUG compiler CodeInstruction.compile 0x88064E8 - addiu $v0, $zr, 272 <=> li $v0, 272
9227 user_main_a DEBUG compiler CodeInstruction.compile 0x88064EC - sw $v0, 28($a0)
9227 user_main_a DEBUG compiler CodeInstruction.compile 0x88064F0 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9227 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9227 user_main_a DEBUG compiler CodeInstruction.compile 0x88064F4 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9228 user_main_a DEBUG compiler CodeInstruction.compile 0x88064F8 - sw $zr, 20216($v1)
9228 user_main_a DEBUG compiler CodeInstruction.compile 0x88064FC - sw $zr, 20124($v0)
9228 user_main_a DEBUG compiler CodeInstruction.compile 0x8806500 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9228 user_main_a DEBUG compiler CodeInstruction.compile 0x8806504 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9228 GUI DEBUG ge executeList PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880CC20, stall=0x00000000, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9228 user_main_a DEBUG compiler CodeInstruction.compile 0x8806508 - sw $zr, 20144($v1)
9228 GUI DEBUG ge vaddr 00000000
9229 user_main_a DEBUG compiler CodeInstruction.compile 0x880650C - sw $zr, 20128($v0)
9229 GUI DEBUG ge iaddr 00000000
9229 user_main_a DEBUG compiler CodeInstruction.compile 0x8806510 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9229 GUI DEBUG ge base 00000000
9229 user_main_a DEBUG compiler CodeInstruction.compile 0x8806514 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9229 GUI DEBUG ge vtype GU_TRANSFORM_3D size=0
9229 user_main_a DEBUG compiler CodeInstruction.compile 0x8806518 - sw $zr, 19844($v1)
9230 user_main_a DEBUG compiler CodeInstruction.compile 0x880651C - sw $zr, 20152($v0)
9229 GUI DEBUG ge offset_addr 0x00000000
9230 user_main_a DEBUG compiler CodeInstruction.compile 0x8806520 - addiu $v1, $zr, 1 <=> li $v1, 1
9230 GUI DEBUG ge drawRegion(0,0,1,1)
9230 user_main_a DEBUG compiler CodeInstruction.compile 0x8806524 - addiu $v0, $zr, 480 <=> li $v0, 480
9230 GUI DEBUG ge sceGuDisable(GU_LIGHTING)
9230 user_main_a DEBUG compiler CodeInstruction.compile 0x8806528 - sw $v1, 19680($a1)
9230 GUI DEBUG ge sceGuDisable(GU_LIGHT0)
9230 user_main_a DEBUG compiler CodeInstruction.compile 0x880652C - sw $v0, 24($a0)
9231 user_main_a DEBUG compiler CodeInstruction.compile 0x8806530 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9231 user_main_a DEBUG compiler CodeInstruction.compile 0x8806534 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9231 GUI DEBUG ge sceGuDisable(GU_LIGHT1)
9231 user_main_a DEBUG compiler CodeInstruction.compile 0x8806538 - sw $zr, 4($a0)
9231 GUI DEBUG ge sceGuDisable(GU_LIGHT2)
9231 user_main_a DEBUG compiler CodeInstruction.compile 0x880653C - sw $zr, 8($a0)
9231 GUI DEBUG ge sceGuDisable(GU_LIGHT3)
9231 user_main_a DEBUG compiler CodeInstruction.compile 0x8806540 - sw $zr, 12($a0)
9232 GUI DEBUG ge sceGuDisable(GU_CLIP_PLANES)
9232 user_main_a DEBUG compiler CodeInstruction.compile 0x8806544 - sw $zr, 16($a0)
9232 GUI DEBUG ge sceGuDisable(GU_CULL_FACE)
9232 user_main_a DEBUG compiler CodeInstruction.compile 0x8806548 - sw $zr, 20($a0)
9232 GUI DEBUG ge sceGuDisable(GU_TEXTURE_2D)
9232 user_main_a DEBUG compiler CodeInstruction.compile 0x880654C - addiu $v0, $v0, 19860
9232 GUI DEBUG ge sceGuDisable(GU_FOG)
9232 user_main_a DEBUG compiler CodeInstruction.compile 0x8806550 - addiu $v1, $v1, 20136
9232 GUI DEBUG ge sceGuDisable(GU_DITHER)
9233 user_main_a DEBUG compiler CodeInstruction.compile 0x8806554 - addiu $a1, $zr, 1 <=> li $a1, 1
9233 GUI DEBUG ge sceGuDisable(GU_BLEND)
9233 user_main_a DEBUG compiler CodeInstruction.compile 0x8806558 - ori $a0, $zr, -1 <=> li $a0, 65535
9233 GUI DEBUG ge sceGuDisable(GU_ALPHA_TEST)
9233 user_main_a DEBUG compiler CodeInstruction.compile 0x880655C - sw $zr, 0($v0)
9233 GUI DEBUG ge sceGuDisable(GU_DEPTH_TEST)
9233 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806560 - sw $zr, 4($v0)
9233 GUI DEBUG ge sceGuDisable(GU_STENCIL_TEST)
9234 user_main_a DEBUG compiler CodeInstruction.compile 0x8806564 - sw $zr, 8($v0)
9234 GUI DEBUG ge sceGuDisable(GU_LINE_SMOOTH)
9234 user_main_a DEBUG compiler CodeInstruction.compile 0x8806568 - sw $zr, 12($v0)
9234 GUI DEBUG ge sceGuDisable(GU_PATCH_CULL_FACE)
9234 user_main_a DEBUG compiler CodeInstruction.compile 0x880656C - sw $zr, 16($v0)
9234 GUI DEBUG ge sceGuDisable(GU_COLOR_TEST)
9234 user_main_a DEBUG compiler CodeInstruction.compile 0x8806570 - sw $zr, 20($v0)
9234 GUI DEBUG ge sceGuDisable(GU_COLOR_LOGIC_OP)
9235 GUI DEBUG ge bone matrix offset 0
9235 GUI DEBUG ge morph weight 0 0.0
9235 GUI DEBUG ge morph weight 1 0.0
9235 GUI DEBUG ge morph weight 2 0.0
9235 GUI DEBUG ge morph weight 3 0.0
9235 GUI DEBUG ge morph weight 4 0.0
9235 user_main_a DEBUG compiler CodeInstruction.compile 0x8806574 - sw $a1, 24($v0)
9236 GUI DEBUG ge morph weight 5 0.0
9236 user_main_a DEBUG compiler CodeInstruction.compile 0x8806578 - sw $zr, 28($v0)
9236 GUI DEBUG ge morph weight 6 0.0
9236 GUI DEBUG ge morph weight 7 0.0
9236 user_main_a DEBUG compiler CodeInstruction.compile 0x880657C - sw $zr, 32($v0)
9236 GUI DEBUG ge psub patch_div_s=0, patch_div_t=0
9236 GUI DEBUG ge pprim patch_prim=0
9236 user_main_a DEBUG compiler CodeInstruction.compile 0x8806580 - sw $zr, 36($v0)
9237 GUI DEBUG ge sceGuDisable(GU_PATCH_FACE)
9237 user_main_a DEBUG compiler CodeInstruction.compile 0x8806584 - sw $zr, 40($v0)
9237 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
9237 user_main_a DEBUG compiler CodeInstruction.compile 0x8806588 - sw $zr, 44($v0)
9237 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
9237 user_main_a DEBUG compiler CodeInstruction.compile 0x880658C - sw $zr, 48($v0)
9237 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
9238 GUI DEBUG ge sceGumMatrixMode GU_TEXTURE 0
9237 user_main_a DEBUG compiler CodeInstruction.compile 0x8806590 - sw $zr, 52($v0)
9238 GUI DEBUG ge sceGuViewport(cx=0, cy=0, w=0, h=0)
9238 user_main_a DEBUG compiler CodeInstruction.compile 0x8806594 - sw $zr, 56($v0)
9238 GUI DEBUG ge zscale 0.0
9238 user_main_a DEBUG compiler CodeInstruction.compile 0x8806598 - sw $zr, 60($v0)
9238 GUI DEBUG ge sceGuViewport(cx=0, cy=0, w=0, h=0)
9238 user_main_a DEBUG compiler CodeInstruction.compile 0x880659C - sw $zr, 64($v0)
9238 GUI DEBUG ge zpos 0.0
9239 user_main_a DEBUG compiler CodeInstruction.compile 0x88065A0 - sw $zr, 68($v0)
9239 GUI DEBUG ge sceGuTexScale(u=0.0, v=0.0)
9239 user_main_a DEBUG compiler CodeInstruction.compile 0x88065A4 - sw $a0, 72($v0)
9239 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
9239 user_main_a DEBUG compiler CodeInstruction.compile 0x88065A8 - sw $zr, 76($v0)
9239 GUI DEBUG ge sceGuOffset(x=0,y=0)
9240 GUI DEBUG ge sceGuShadeModel(flat)
9240 GUI DEBUG ge sceGuDisable(GU_FACE_NORMAL_REVERSE)
9240 GUI DEBUG ge sceGuColorMaterial 0
9240 user_main_a DEBUG compiler CodeInstruction.compile 0x88065AC - addiu $v0, $v0, 92
9240 GUI DEBUG ge material emission r=0,0 g=0,0 b=0,0 (00000000)
9240 GUI DEBUG ge material ambient r=0,0 g=0,0 b=0,0 (00000000)
9240 GUI DEBUG ge material diffuse r=0,0 g=0,0 b=0,0 (00000000)
9241 GUI DEBUG ge material specular r=0,0 g=0,0 b=0,0 (00000000)
9241 user_main_a DEBUG compiler CodeInstruction.compile < 0x88065B0 - bnel $v0, $v1, 0x08806560
9241 GUI DEBUG ge material ambient a=0,0 (00)
9241 GUI DEBUG ge material shininess 0.0
9241 GUI DEBUG ge ambient light r=0,0 g=0,0 b=0,0 (000000)
9242 GUI DEBUG ge sceGuLightMode(GU_SINGLE_COLOR)
9242 GUI DEBUG ge Light 0 type 0 kind 0
9242 GUI DEBUG ge Light 1 type 0 kind 0
9242 user_main_a DEBUG compiler CodeInstruction.compile 0x88065B4 - sw $zr, 0($v0)
9242 GUI DEBUG ge Light 2 type 0 kind 0
9242 user_main_a DEBUG compiler CodeInstruction.compile > 0x88065B8 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9242 GUI DEBUG ge Light 3 type 0 kind 0
9243 user_main_a DEBUG compiler CodeInstruction.compile 0x88065BC - addiu $v0, $v1, 20156
9243 GUI DEBUG ge Light 0 position (0,000000, 0,000000, 0,000000)
9243 user_main_a DEBUG compiler CodeInstruction.compile 0x88065C0 - sw $zr, 4($v0)
9243 GUI DEBUG ge Light 0 position (0,000000, 0,000000, 0,000000)
9243 user_main_a DEBUG compiler CodeInstruction.compile 0x88065C4 - jr $ra
9243 GUI DEBUG ge Light 0 position (0,000000, 0,000000, 0,000000)
9243 user_main_a DEBUG compiler CodeInstruction.compile 0x88065C8 - sw $zr, 20156($v1)
9243 GUI DEBUG ge Light 1 position (0,000000, 0,000000, 0,000000)
9244 GUI DEBUG ge Light 1 position (0,000000, 0,000000, 0,000000)
9244 GUI DEBUG ge Light 1 position (0,000000, 0,000000, 0,000000)
9244 user_main_a DEBUG compiler Compiling _S1_2_8809F30
9244 GUI DEBUG ge Light 2 position (0,000000, 0,000000, 0,000000)
9244 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809F30 - jr $ra
9245 GUI DEBUG ge Light 2 position (0,000000, 0,000000, 0,000000)
9245 user_main_a DEBUG compiler CodeInstruction.compile 0x8809F34 - syscall 0x0447A [sceKernelCreateEventFlag]
9245 GUI DEBUG ge Light 2 position (0,000000, 0,000000, 0,000000)
9245 GUI DEBUG ge Light 3 position (0,000000, 0,000000, 0,000000)
9245 GUI DEBUG ge Light 3 position (0,000000, 0,000000, 0,000000)
9246 GUI DEBUG ge Light 3 position (0,000000, 0,000000, 0,000000)
9246 GUI DEBUG ge Light 0 direction (-0,000000, 0,000000, 0,000000)
9246 GUI DEBUG ge Light 0 direction (-0,000000, -0,000000, 0,000000)
9246 GUI DEBUG ge Light 0 direction (-0,000000, -0,000000, -0,000000)
9246 GUI DEBUG ge Light 1 direction (-0,000000, 0,000000, 0,000000)
9246 user_main_a DEBUG hle.ThreadManForUser sceKernelCreateEventFlag(name='SceGuSignal', attr=0x200, initPattern=0x3, option=0x0)
9246 GUI DEBUG ge Light 1 direction (-0,000000, -0,000000, 0,000000)
9247 GUI DEBUG ge Light 1 direction (-0,000000, -0,000000, -0,000000)
9247 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9247 GUI DEBUG ge Light 2 direction (-0,000000, 0,000000, 0,000000)
9247 user_main_a DEBUG runtime syncEmulator immediately=false
9247 GUI DEBUG ge Light 2 direction (-0,000000, -0,000000, 0,000000)
9247 user_main_a DEBUG compiler Compiling _S1_2_8809EA8
9247 GUI DEBUG ge Light 2 direction (-0,000000, -0,000000, -0,000000)
9247 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EA8 - jr $ra
9247 GUI DEBUG ge Light 3 direction (-0,000000, 0,000000, 0,000000)
9248 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EAC - syscall 0x045A7 [sceGeListSync]
9248 GUI DEBUG ge Light 3 direction (-0,000000, -0,000000, 0,000000)
9248 GUI DEBUG ge Light 3 direction (-0,000000, -0,000000, -0,000000)
9248 GUI DEBUG ge sceGuLightSpot(0,X,0.0,X)
9248 GUI DEBUG ge sceGuLightSpot(1,X,0.0,X)
9248 GUI DEBUG ge sceGuLightSpot(2,X,0.0,X)
9249 GUI DEBUG ge sceGuLightSpot(3,X,0.0,X)
9249 GUI DEBUG ge sceGuLightSpot(0,X,X,0.0=90.0)
9249 GUI DEBUG ge sceGuLightSpot(1,X,X,0.0=90.0)
9249 GUI DEBUG ge sceGuLightSpot(2,X,X,0.0=90.0)
9249 GUI DEBUG ge sceGuLightSpot(3,X,X,0.0=90.0)
9249 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_AMBIENT)
9249 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_DIFFUSE)
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_SPECULAR)
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_AMBIENT)
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_DIFFUSE)
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_SPECULAR)
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_AMBIENT)
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_DIFFUSE)
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_SPECULAR)
9250 user_main_a DEBUG hle.sceGe_user sceGeListSync(id=0x0, mode=0)
9251 user_main_a DEBUG hle.sceGe_user sceGeListSync on list: PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880CE20, stall=0x00000000, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9250 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_AMBIENT)
9251 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880CE20, stall=0x00000000, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9251 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_DIFFUSE)
9251 GUI DEBUG ge sceGuLightColor (GU_LIGHT0, GU_SPECULAR)
9251 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9251 GUI DEBUG ge fface counter-clockwise
9251 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9252 GUI DEBUG ge fbp fbp=0, fbw=0
9252 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9252 GUI DEBUG ge fbw fbp=0, fbw=0
9252 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9252 GUI DEBUG ge zbp=0, zbw=0
9252 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9252 GUI DEBUG ge zbp=0, zbw=0
9253 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x0))
9252 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9253 GUI DEBUG ge sceGuTexImage(level=1, X, X, X, lo(pointer=0x0))
9253 user_main_a DEBUG runtime Starting Idle State...
9253 GUI DEBUG ge sceGuTexImage(level=2, X, X, X, lo(pointer=0x0))
9253 user_main_a DEBUG runtime syncEmulator immediately=true
9253 GUI DEBUG ge sceGuTexImage(level=3, X, X, X, lo(pointer=0x0))
9254 user_main_a DEBUG runtime syncEmulator immediately=true
9254 GUI DEBUG ge sceGuTexImage(level=4, X, X, X, lo(pointer=0x0))
9254 GUI DEBUG ge sceGuTexImage(level=5, X, X, X, lo(pointer=0x0))
9254 GUI DEBUG ge sceGuTexImage(level=6, X, X, X, lo(pointer=0x0))
9254 GUI DEBUG ge sceGuTexImage(level=7, X, X, X, lo(pointer=0x0))
9254 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=4, hi(pointer=0x4000000))
9254 GUI DEBUG ge sceGuTexImage(level=1, X, X, texBufferWidth=0, hi(pointer=0x0))
9254 GUI DEBUG ge sceGuTexImage(level=2, X, X, texBufferWidth=0, hi(pointer=0x0))
9255 user_main_a DEBUG runtime syncEmulator immediately=true
9255 GUI DEBUG ge sceGuTexImage(level=3, X, X, texBufferWidth=0, hi(pointer=0x0))
9255 GUI DEBUG ge sceGuTexImage(level=4, X, X, texBufferWidth=0, hi(pointer=0x0))
9255 GUI DEBUG ge sceGuTexImage(level=5, X, X, texBufferWidth=0, hi(pointer=0x0))
9255 GUI DEBUG ge sceGuTexImage(level=6, X, X, texBufferWidth=0, hi(pointer=0x0))
9255 GUI DEBUG ge sceGuTexImage(level=7, X, X, texBufferWidth=0, hi(pointer=0x0))
9255 GUI DEBUG ge sceGuClutLoad(X, lo(cbp=0x0))
9256 user_main_a DEBUG runtime syncEmulator immediately=true
9256 GUI DEBUG ge sceGuClutLoad(X, hi(cbp=0x0))
9256 GUI DEBUG ge trxsbp sourceAddress=0x00000000
9256 GUI DEBUG ge trxsbw sourceAddress=0x00000000, sourceLineWidth=0
9256 GUI DEBUG ge trxdbp destinationAddress=0x00000000
9256 GUI DEBUG ge trxdbw destinationAddress=0x00000000, destinationLineWidth=0
9256 GUI DEBUG ge sceGuTexImage(level=0, width=2, height=2, X, X)
9256 GUI DEBUG ge sceGuTexImage(level=1, width=1, height=1, X, X)
9257 GUI DEBUG ge sceGuTexImage(level=2, width=1, height=1, X, X)
9257 user_main_a DEBUG runtime syncEmulator immediately=true
9257 GUI DEBUG ge sceGuTexImage(level=3, width=1, height=1, X, X)
9257 GUI DEBUG ge sceGuTexImage(level=4, width=1, height=1, X, X)
9257 GUI DEBUG ge sceGuTexImage(level=5, width=1, height=1, X, X)
9257 GUI DEBUG ge sceGuTexImage(level=6, width=1, height=1, X, X)
9257 GUI DEBUG ge sceGuTexImage(level=7, width=1, height=1, X, X)
9258 user_main_a DEBUG runtime syncEmulator immediately=true
9258 GUI DEBUG ge sceGuTexMapMode(mode=0, X, X)
9258 GUI DEBUG ge sceGuTexProjMapMode(mode=0)
9258 GUI DEBUG ge sceGuTexMapMode(X, 0, 0)
9258 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
9258 GUI DEBUG ge sceGuTexMode(tpsm=0(PSM_5650), X, X, X)
9258 GUI DEBUG ge sceGuClutLoad(num_blocks=0, X)
9258 GUI DEBUG ge sceGuClutMode(cpsm=0(PSM_5650), shift=0, mask=0x0, start=0)
9259 user_main_a DEBUG runtime syncEmulator immediately=true
9259 GUI DEBUG ge sceGuTexFilter(min=0, mag=0) (mm#0)
9259 GUI DEBUG ge sceGuTexLevelMode(mode=0, bias=0.0)
9259 GUI DEBUG ge sceGuTexFunc mode 000000
9259 GUI DEBUG ge sceGuTexEnvColor 00000000 (no alpha)
9259 GUI DEBUG ge tflush (deferring to prim)
9259 GUI DEBUG ge tsync waiting for drawing.
9260 user_main_a DEBUG runtime syncEmulator immediately=true
9260 GUI DEBUG ge sceGuFog(X, X, color=00000000) (no alpha)
9260 GUI DEBUG ge tslope tslope_level=0.0
9260 GUI DEBUG ge psm=0(PSM_5650)
9260 GUI DEBUG ge clear mode end
9260 GUI DEBUG ge sceGuScissor(0,0,1,1)
9260 GUI DEBUG ge sceGuDepthRange(0.0, 0.0)
9260 GUI DEBUG ge sceGuAlphaFunc(0,0)
9261 user_main_a DEBUG runtime syncEmulator immediately=true
9261 GUI DEBUG ge sceGuStencilFunc(func=0, ref=0, mask=0)
9261 GUI DEBUG ge sceGuStencilOp(fail=0, zfail=0, zpass=0)
9261 GUI DEBUG ge sceGuDepthFunc(0)
9262 user_main_a DEBUG runtime syncEmulator immediately=true
9262 GUI DEBUG ge sceGuBlendFunc(op=0, src=0, dst=0)
9262 GUI DEBUG ge sfix : 0x000000
9262 GUI DEBUG ge dfix : 0x000000
9263 user_main_a DEBUG runtime syncEmulator immediately=true
9263 GUI DEBUG ge DTH0: 0 0 0 0
9263 GUI DEBUG ge DTH1: 0 0 0 0
9263 GUI DEBUG ge DTH2: 0 0 0 0
9263 GUI DEBUG ge DTH3: 0 0 0 0
9263 GUI DEBUG ge sceGuLogicalOp(LogicOp=0(LOP_CLEAR))
9263 GUI DEBUG ge sceGuDepthMask(enableWrites)
9263 GUI DEBUG ge pmskc color mask=0x000000
9264 user_main_a DEBUG runtime syncEmulator immediately=true
9264 GUI DEBUG ge pmska alpha mask=0x00
9264 GUI DEBUG ge trxdpos dx=0, dy=0
9264 GUI DEBUG ge trxsize width=1, height=1
9264 GUI WARN ge Unimplemented VSCX: coordX=0
9264 GUI WARN ge Unimplemented VSCY: coordY=0
9264 GUI WARN ge Unimplemented VSCZ: coordZ=0
9265 GUI WARN ge Unimplemented VTCS: coordS=0.0
9265 GUI WARN ge Unimplemented VTCT: coordT=0.0
9265 GUI WARN ge Unimplemented VTCQ: coordQ=0.0
9265 user_main_a DEBUG runtime syncEmulator immediately=true
9265 GUI WARN ge Unimplemented VCV: colorR=0, colorG=0, colorB=0
9265 GUI WARN ge Unimplemented VAP: alpha=0, prim_type=0
9265 GUI WARN ge Unimplemented VFC: fog=0
9265 GUI WARN ge Unimplemented VSCV: colorR2=0, colorG2=0, colorB2=0
9266 user_main_a DEBUG runtime syncEmulator immediately=true
9266 GUI DEBUG ge finish (0)
9266 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x0, behavior=1, signalId=0x0
9267 user_main_a DEBUG runtime syncEmulator immediately=true
9267 GUI DEBUG ge end pc=0x880cf94
9267 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=0, pixelformat=0, copyGE=false, with=480, height=272
9267 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf bad params (4000000,0,0)
9267 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880CF94, stall=0x00000000, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9268 user_main_a DEBUG runtime syncEmulator immediately=true
9268 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9268 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9268 user_main_a DEBUG runtime Start of Callback 0x08806468
9269 user_main_a DEBUG compiler Compiling _S1_2_8806468
9269 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806468 - lw $t9, 4($a1)
9269 user_main_a DEBUG compiler CodeInstruction.compile < 0x880646C - beq $t9, $zr, 0x0880647C
9269 user_main_a DEBUG compiler CodeInstruction.compile 0x8806470 - andi $a0, $a0, -1
9270 user_main_a DEBUG compiler CodeInstruction.compile 0x8806474 - jr $t9
9270 user_main_a DEBUG compiler CodeInstruction.compile 0x8806478 - nop
9270 user_main_a DEBUG compiler CodeInstruction.compile > 0x880647C - jr $ra
9270 user_main_a DEBUG compiler CodeInstruction.compile 0x8806480 - nop
9270 user_main_a DEBUG runtime End of Callback 0x08806468
9271 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x0, status=PSP_GE_LIST_END_REACHED, pc=0x0880CF94, stall=0x00000000, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9271 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9271 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9271 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x0, status=PSP_GE_LIST_DONE, pc=0x0880CF94, stall=0x00000000, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9271 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9271 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9271 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9271 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9272 user_main_a DEBUG runtime Ending Idle State
9272 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
9272 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
9272 user_main_a DEBUG runtime Waiting to be scheduled...
9272 idle0_4 DEBUG compiler Compiling _S1_2_8000000
9273 idle0_4 DEBUG compiler CodeInstruction.compile > 0x8000000 - addiu $a0, $zr, 0 <=> li $a0, 0
9273 idle0_4 DEBUG compiler CodeInstruction.compile 0x8000004 - lui $ra, 0x0800 <=> li $ra, 0x08000000
9273 idle0_4 DEBUG compiler CodeInstruction.compile 0x8000008 - jr $ra
9273 idle0_4 DEBUG compiler CodeInstruction.compile 0x800000C - syscall 0x0446E [sceKernelDelayThread]
9274 idle0_4 DEBUG hle.ThreadManForUser hleKernelDelayThread micros=200, callbacks=false
9274 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
9274 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9274 idle0_4 DEBUG runtime Switching from Thread idle0 to idle1
9275 idle0_4 DEBUG runtime Starting Idle State...
9275 idle0_4 DEBUG runtime syncEmulator immediately=true
9275 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
9275 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9275 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9275 idle0_4 DEBUG runtime Switching to Thread idle1
9275 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9276 idle0_4 DEBUG runtime Switching to Thread user_main
9276 idle0_4 DEBUG runtime Ending Idle State
9276 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
9276 idle0_4 DEBUG runtime Waiting to be scheduled...
9276 user_main_a DEBUG runtime Scheduled, restarting...
9276 user_main_a DEBUG runtime syncEmulator immediately=false
9277 user_main_a DEBUG compiler Compiling _S1_2_8805EA4
9277 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805EA4 - addiu $a2, $zr, 92 <=> li $a2, 92
9277 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EA8 - mult $a0, $a2
9277 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EAC - addiu $sp, $sp, -24
9277 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EB0 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9278 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EB4 - sw $s2, 8($sp)
9278 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EB8 - sw $s1, 4($sp)
9278 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EBC - sw $s0, 0($sp)
9278 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EC0 - sw $ra, 12($sp)
9278 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EC4 - swc1 $f20, 16($sp)
9278 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EC8 - lui $s1, 0x0891 <=> li $s1, 0x08910000
9279 user_main_a DEBUG compiler CodeInstruction.compile 0x8805ECC - addiu $s0, $v0, 20156
9279 user_main_a DEBUG compiler CodeInstruction.compile 0x8805ED0 - lui $v0, 0x4000 <=> li $v0, 0x40000000
9279 user_main_a DEBUG compiler CodeInstruction.compile 0x8805ED4 - or $t0, $a1, $v0
9279 user_main_a DEBUG compiler CodeInstruction.compile 0x8805ED8 - lw $t2, 20148($s1)
9279 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EDC - lui $v0, 0x0891 <=> li $v0, 0x08910000
9279 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EE0 - addiu $v0, $v0, 19848
9280 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EE4 - addu $t1, $a0, $zr <=> move $t1, $a0
9280 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EE8 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9280 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EEC - mflo $a2
9280 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EF0 - addu $a2, $a2, $v0
9280 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EF4 - sw $t1, 20148($s1)
9280 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EF8 - lui $s2, 0x0891 <=> li $s2, 0x08910000
9280 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EFC - addu $a3, $zr, $zr <=> li $a3, 0
9281 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F00 - addu $a0, $t0, $zr <=> move $a0, $t0
9281 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F04 - addu $a1, $t0, $zr <=> move $a1, $t0
9281 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F08 - sw $a2, 20132($v1)
9281 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F0C - sw $t2, 8($a2)
9281 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F10 - sw $t0, 0($a2)
9281 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805F14 - beq $t1, $zr, 0x08805FF4
9282 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F18 - sw $t0, 4($a2)
9282 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805F1C - lw $v0, 20216($s2)
9282 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F20 - lui $a0, 0x0881 <=> li $a0, 0x08810000
9282 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805F24 - beq $v0, $zr, 0x08805FB0
9282 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F28 - addiu $a0, $a0, -12384
9282 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805F2C - lw $v1, 20148($s1)
9283 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F30 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9283 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805F34 - bne $v1, $zr, 0x08805F48
9283 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F38 - addiu $s0, $v0, 19680
9283 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F3C - lw $v0, 4($s0)
9283 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805F40 - bne $v0, $zr, 0x08805F64
9283 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F44 - addiu $a0, $zr, 156 <=> li $a0, 156
9284 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805F48 - lw $ra, 12($sp)
9284 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F4C - lw $s2, 8($sp)
9284 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F50 - lw $s1, 4($sp)
9284 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F54 - lw $s0, 0($sp)
9284 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F58 - lwc1 $f20, 16($sp)
9284 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F5C - jr $ra
9285 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F60 - addiu $sp, $sp, 24
9285 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805F64 - lw $v0, 8($s0)
9285 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F68 - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9285 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F6C - ori $a1, $a1, -1
9285 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805F70 - jal 0x088063D8
9285 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F74 - and $a1, $v0, $a1
9286 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F78 - lw $a1, 8($s0)
9286 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F7C - lw $v1, 4($s0)
9286 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F80 - lui $v0, 0xFF00 <=> li $v0, 0xFF000000
9286 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F84 - and $a1, $a1, $v0
9286 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F88 - srl $a1, $a1, 0x0008
9286 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F8C - lw $ra, 12($sp)
9287 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F90 - lw $s2, 8($sp)
9287 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F94 - lw $s1, 4($sp)
9287 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F98 - lw $s0, 0($sp)
9287 user_main_a DEBUG compiler CodeInstruction.compile 0x8805F9C - lwc1 $f20, 16($sp)
9287 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FA0 - or $a1, $a1, $v1
9287 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FA4 - addiu $a0, $zr, 157 <=> li $a0, 157
9288 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805FA8 - j 0x088063D8
9288 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FAC - addiu $sp, $sp, 24
9288 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805FB0 - jal 0x088065E8
9289 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FB4 - nop
9289 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FB8 - addiu $a1, $zr, 16 <=> li $a1, 16
9289 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805FBC - jal 0x088065D8
9289 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FC0 - addiu $a0, $zr, 16 <=> li $a0, 16
9289 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805FC4 - jal 0x088065CC
9290 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FC8 - addiu $a0, $zr, 7 <=> li $a0, 7
9290 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FCC - lui $v0, 0x0881 <=> li $v0, 0x08810000
9290 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FD0 - lwc1 $f20, -24020($v0)
9290 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805FD4 - jal 0x08806704
9290 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FD8 - mov.s $f12, $f20
9291 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FDC - mov.s $f12, $f20
9291 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805FE0 - jal 0x08806330
9291 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FE4 - mov.s $f13, $f20
9291 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FE8 - addiu $v0, $zr, 1 <=> li $v0, 1
9291 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805FEC - j 0x08805F2C
9291 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FF0 - sw $v0, 20216($s2)
9292 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805FF4 - jal 0x08809E98 [sceGeListEnQueue]
9292 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FF8 - lw $a2, 48($s0)
9292 user_main_a DEBUG compiler CodeInstruction.compile 0x8805FFC - lui $v1, 0x0891 <=> li $v1, 0x08910000
9292 user_main_a DEBUG compiler CodeInstruction.compile 0x8806000 - sw $v0, 20136($v1)
9292 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806004 - j 0x08805F1C
9292 user_main_a DEBUG compiler CodeInstruction.compile 0x8806008 - sw $zr, 40($s0)
9293 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9293 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9293 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9293 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9293 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9293 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9294 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9294 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9294 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9294 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9294 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9294 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9295 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
9296 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1
9296 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9296 user_main_a DEBUG runtime syncEmulator immediately=false
9296 user_main_a DEBUG compiler Compiling _S1_2_88065E8
9296 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9297 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9297 GUI DEBUG ge executeList PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D860, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9297 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9297 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9297 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9297 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9297 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9298 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9298 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9298 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9298 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9298 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9298 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9299 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9299 user_main_a DEBUG compiler CodeInstruction.compile > 0x88065E8 - addiu $sp, $sp, -8
9299 user_main_a DEBUG compiler CodeInstruction.compile 0x88065EC - sw $ra, 4($sp)
9299 user_main_a DEBUG compiler CodeInstruction.compile 0x88065F0 - sw $s0, 0($sp)
9299 user_main_a DEBUG compiler CodeInstruction.compile 0x88065F4 - addu $s0, $a0, $zr <=> move $s0, $a0
9299 user_main_a DEBUG compiler CodeInstruction.compile 0x88065F8 - lw $a1, 8($s0)
9300 user_main_a DEBUG compiler CodeInstruction.compile 0x88065FC - lw $v0, 12($s0)
9300 user_main_a DEBUG compiler CodeInstruction.compile 0x8806600 - lw $a0, 4($a0)
9300 user_main_a DEBUG compiler CodeInstruction.compile 0x8806604 - lw $v1, 0($s0)
9300 user_main_a DEBUG compiler CodeInstruction.compile 0x8806608 - andi $a1, $a1, 15
9300 user_main_a DEBUG compiler CodeInstruction.compile 0x880660C - andi $a0, $a0, 15
9300 user_main_a DEBUG compiler CodeInstruction.compile 0x8806610 - andi $v0, $v0, 15
9301 user_main_a DEBUG compiler CodeInstruction.compile 0x8806614 - sll $v0, $v0, 0x000C
9301 user_main_a DEBUG compiler CodeInstruction.compile 0x8806618 - sll $a0, $a0, 0x0004
9301 user_main_a DEBUG compiler CodeInstruction.compile 0x880661C - andi $v1, $v1, 15
9301 user_main_a DEBUG compiler CodeInstruction.compile 0x8806620 - sll $a1, $a1, 0x0008
9301 user_main_a DEBUG compiler CodeInstruction.compile 0x8806624 - or $v1, $v1, $a0
9301 user_main_a DEBUG compiler CodeInstruction.compile 0x8806628 - or $a1, $a1, $v0
9301 user_main_a DEBUG compiler CodeInstruction.compile 0x880662C - or $a1, $v1, $a1
9302 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806630 - jal 0x088063D8
9302 user_main_a DEBUG compiler CodeInstruction.compile 0x8806634 - addiu $a0, $zr, 226 <=> li $a0, 226
9302 user_main_a DEBUG compiler CodeInstruction.compile 0x8806638 - lw $a0, 20($s0)
9302 user_main_a DEBUG compiler CodeInstruction.compile 0x880663C - lw $a1, 24($s0)
9302 user_main_a DEBUG compiler CodeInstruction.compile 0x8806640 - lw $v0, 28($s0)
9302 user_main_a DEBUG compiler CodeInstruction.compile 0x8806644 - lw $v1, 16($s0)
9303 user_main_a DEBUG compiler CodeInstruction.compile 0x8806648 - andi $a0, $a0, 15
9303 user_main_a DEBUG compiler CodeInstruction.compile 0x880664C - andi $a1, $a1, 15
9303 user_main_a DEBUG compiler CodeInstruction.compile 0x8806650 - andi $v0, $v0, 15
9303 user_main_a DEBUG compiler CodeInstruction.compile 0x8806654 - sll $v0, $v0, 0x000C
9303 user_main_a DEBUG compiler CodeInstruction.compile 0x8806658 - sll $a0, $a0, 0x0004
9303 user_main_a DEBUG compiler CodeInstruction.compile 0x880665C - andi $v1, $v1, 15
9304 user_main_a DEBUG compiler CodeInstruction.compile 0x8806660 - sll $a1, $a1, 0x0008
9304 user_main_a DEBUG compiler CodeInstruction.compile 0x8806664 - or $v1, $v1, $a0
9304 user_main_a DEBUG compiler CodeInstruction.compile 0x8806668 - or $a1, $a1, $v0
9304 user_main_a DEBUG compiler CodeInstruction.compile 0x880666C - or $a1, $v1, $a1
9304 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806670 - jal 0x088063D8
9304 user_main_a DEBUG compiler CodeInstruction.compile 0x8806674 - addiu $a0, $zr, 227 <=> li $a0, 227
9305 user_main_a DEBUG compiler CodeInstruction.compile 0x8806678 - lw $a0, 36($s0)
9305 user_main_a DEBUG compiler CodeInstruction.compile 0x880667C - lw $a1, 40($s0)
9305 user_main_a DEBUG compiler CodeInstruction.compile 0x8806680 - lw $v0, 44($s0)
9305 user_main_a DEBUG compiler CodeInstruction.compile 0x8806684 - lw $v1, 32($s0)
9305 user_main_a DEBUG compiler CodeInstruction.compile 0x8806688 - andi $a0, $a0, 15
9305 user_main_a DEBUG compiler CodeInstruction.compile 0x880668C - andi $a1, $a1, 15
9306 user_main_a DEBUG compiler CodeInstruction.compile 0x8806690 - andi $v0, $v0, 15
9306 user_main_a DEBUG compiler CodeInstruction.compile 0x8806694 - sll $v0, $v0, 0x000C
9306 user_main_a DEBUG compiler CodeInstruction.compile 0x8806698 - sll $a0, $a0, 0x0004
9306 user_main_a DEBUG compiler CodeInstruction.compile 0x880669C - andi $v1, $v1, 15
9306 user_main_a DEBUG compiler CodeInstruction.compile 0x88066A0 - sll $a1, $a1, 0x0008
9307 user_main_a DEBUG compiler CodeInstruction.compile 0x88066A4 - or $v1, $v1, $a0
9307 user_main_a DEBUG compiler CodeInstruction.compile 0x88066A8 - or $a1, $a1, $v0
9307 user_main_a DEBUG compiler CodeInstruction.compile 0x88066AC - or $a1, $v1, $a1
9307 user_main_a DEBUG compiler CodeInstruction.compile < 0x88066B0 - jal 0x088063D8
9307 user_main_a DEBUG compiler CodeInstruction.compile 0x88066B4 - addiu $a0, $zr, 228 <=> li $a0, 228
9307 user_main_a DEBUG compiler CodeInstruction.compile 0x88066B8 - lw $a0, 60($s0)
9307 user_main_a DEBUG compiler CodeInstruction.compile 0x88066BC - lw $v0, 52($s0)
9308 GUI DEBUG ge Wait for sync while stall reached
9308 user_main_a DEBUG compiler CodeInstruction.compile 0x88066C0 - lw $a1, 56($s0)
9308 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9308 user_main_a DEBUG compiler CodeInstruction.compile 0x88066C4 - lw $v1, 48($s0)
9308 user_main_a DEBUG compiler CodeInstruction.compile 0x88066C8 - andi $v0, $v0, 15
9308 user_main_a DEBUG compiler CodeInstruction.compile 0x88066CC - andi $a1, $a1, 15
9309 user_main_a DEBUG compiler CodeInstruction.compile 0x88066D0 - andi $a0, $a0, 15
9309 user_main_a DEBUG compiler CodeInstruction.compile 0x88066D4 - sll $a0, $a0, 0x000C
9309 user_main_a DEBUG compiler CodeInstruction.compile 0x88066D8 - andi $v1, $v1, 15
9309 user_main_a DEBUG compiler CodeInstruction.compile 0x88066DC - sll $v0, $v0, 0x0004
9309 user_main_a DEBUG compiler CodeInstruction.compile 0x88066E0 - sll $a1, $a1, 0x0008
9309 user_main_a DEBUG compiler CodeInstruction.compile 0x88066E4 - or $a1, $a1, $a0
9310 user_main_a DEBUG compiler CodeInstruction.compile 0x88066E8 - or $v1, $v1, $v0
9310 user_main_a DEBUG compiler CodeInstruction.compile 0x88066EC - lw $ra, 4($sp)
9310 user_main_a DEBUG compiler CodeInstruction.compile 0x88066F0 - lw $s0, 0($sp)
9310 user_main_a DEBUG compiler CodeInstruction.compile 0x88066F4 - or $a1, $v1, $a1
9310 user_main_a DEBUG compiler CodeInstruction.compile 0x88066F8 - addiu $a0, $zr, 229 <=> li $a0, 229
9310 user_main_a DEBUG compiler CodeInstruction.compile < 0x88066FC - j 0x088063D8
9311 user_main_a DEBUG compiler CodeInstruction.compile 0x8806700 - addiu $sp, $sp, 8
9311 user_main_a DEBUG compiler Compiling _S1_2_88063D8
9312 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9312 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9312 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9312 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9312 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9313 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9313 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9313 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9313 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9313 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9313 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9314 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9314 user_main_a DEBUG compiler Compiling _S1_2_88065D8
9314 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9314 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9315 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9315 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9315 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9315 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9315 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9315 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9316 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9316 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9316 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9316 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9316 user_main_a DEBUG compiler CodeInstruction.compile > 0x88065D8 - sll $a1, $a1, 0x0008
9316 user_main_a DEBUG compiler CodeInstruction.compile 0x88065DC - or $a1, $a1, $a0
9317 user_main_a DEBUG compiler CodeInstruction.compile < 0x88065E0 - j 0x088063D8
9317 user_main_a DEBUG compiler CodeInstruction.compile 0x88065E4 - addiu $a0, $zr, 54 <=> li $a0, 54
9317 user_main_a DEBUG compiler Compiling _S1_2_88065CC
9317 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9318 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9318 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9318 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9318 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9318 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9319 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9319 GUI DEBUG ge Wait for sync while stall reached
9319 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9319 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9319 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9319 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9319 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9320 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9320 user_main_a DEBUG compiler CodeInstruction.compile > 0x88065CC - addu $a1, $a0, $zr <=> move $a1, $a0
9320 user_main_a DEBUG compiler CodeInstruction.compile < 0x88065D0 - j 0x088063D8
9320 user_main_a DEBUG compiler CodeInstruction.compile 0x88065D4 - addiu $a0, $zr, 83 <=> li $a0, 83
9321 user_main_a DEBUG compiler Compiling _S1_2_8806704
9321 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9321 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9321 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9321 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9322 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9322 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9322 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9322 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9322 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9322 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9323 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9323 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9323 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806408 - mfc1 $v0, $f12
9323 user_main_a DEBUG compiler CodeInstruction.compile < 0x880640C - j 0x088063D8
9323 user_main_a DEBUG compiler CodeInstruction.compile 0x8806410 - srl $a1, $v0, 0x0008
9323 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8806704 - j 0x08806408
9324 user_main_a DEBUG compiler CodeInstruction.compile 0x8806708 - addiu $a0, $zr, 91 <=> li $a0, 91
9324 user_main_a DEBUG compiler Compiling _S1_2_8806330
9324 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806330 - addiu $sp, $sp, -16
9325 user_main_a DEBUG compiler CodeInstruction.compile 0x8806334 - swc1 $f20, 8($sp)
9325 user_main_a DEBUG compiler CodeInstruction.compile 0x8806338 - mov.s $f20, $f13
9325 user_main_a DEBUG compiler CodeInstruction.compile 0x880633C - sw $ra, 0($sp)
9325 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806340 - jal 0x08806408
9325 user_main_a DEBUG compiler CodeInstruction.compile 0x8806344 - addiu $a0, $zr, 72 <=> li $a0, 72
9325 user_main_a DEBUG compiler CodeInstruction.compile 0x8806348 - mov.s $f12, $f20
9326 user_main_a DEBUG compiler CodeInstruction.compile 0x880634C - lw $ra, 0($sp)
9326 user_main_a DEBUG compiler CodeInstruction.compile 0x8806350 - lwc1 $f20, 8($sp)
9326 user_main_a DEBUG compiler CodeInstruction.compile 0x8806354 - addiu $a0, $zr, 73 <=> li $a0, 73
9326 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806358 - j 0x08806408
9326 user_main_a DEBUG compiler CodeInstruction.compile 0x880635C - addiu $sp, $sp, 16
9326 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9327 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9327 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9327 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9327 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9327 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9327 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9328 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9328 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9328 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9328 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9328 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9328 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806408 - mfc1 $v0, $f12
9329 user_main_a DEBUG compiler CodeInstruction.compile < 0x880640C - j 0x088063D8
9329 user_main_a DEBUG compiler CodeInstruction.compile 0x8806410 - srl $a1, $v0, 0x0008
9329 user_main_a DEBUG compiler Compiling _S1_2_8806408
9330 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9330 GUI DEBUG ge Wait for sync while stall reached
9330 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9330 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9330 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9330 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9330 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9331 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9331 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9331 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9331 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9331 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9331 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9332 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9332 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806408 - mfc1 $v0, $f12
9332 user_main_a DEBUG compiler CodeInstruction.compile < 0x880640C - j 0x088063D8
9332 user_main_a DEBUG compiler CodeInstruction.compile 0x8806410 - srl $a1, $v0, 0x0008
9333 user_main_a DEBUG compiler Compiling _S1_2_8805530
9333 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805530 - addiu $sp, $sp, -16
9333 user_main_a DEBUG compiler CodeInstruction.compile 0x8805534 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9333 user_main_a DEBUG compiler CodeInstruction.compile 0x8805538 - sw $s2, 8($sp)
9333 user_main_a DEBUG compiler CodeInstruction.compile 0x880553C - sw $s1, 4($sp)
9334 user_main_a DEBUG compiler CodeInstruction.compile 0x8805540 - sw $ra, 12($sp)
9334 user_main_a DEBUG compiler CodeInstruction.compile 0x8805544 - sw $s0, 0($sp)
9334 user_main_a DEBUG compiler CodeInstruction.compile 0x8805548 - addiu $s1, $v0, 19680
9334 user_main_a DEBUG compiler CodeInstruction.compile 0x880554C - lw $a3, 16($s1)
9334 user_main_a DEBUG compiler CodeInstruction.compile 0x8805550 - addu $v1, $a0, $zr <=> move $v1, $a0
9334 user_main_a DEBUG compiler CodeInstruction.compile 0x8805554 - addu $t1, $a1, $zr <=> move $t1, $a1
9335 user_main_a DEBUG compiler CodeInstruction.compile 0x8805558 - lui $s2, 0xFF00 <=> li $s2, 0xFF000000
9335 user_main_a DEBUG compiler CodeInstruction.compile 0x880555C - addiu $a0, $zr, 210 <=> li $a0, 210
9335 user_main_a DEBUG compiler CodeInstruction.compile 0x8805560 - addu $a1, $v1, $zr <=> move $a1, $v1
9335 user_main_a DEBUG compiler CodeInstruction.compile 0x8805564 - sw $v1, 19680($v0)
9335 user_main_a DEBUG compiler CodeInstruction.compile 0x8805568 - sw $a2, 4($s1)
9335 user_main_a DEBUG compiler CodeInstruction.compile < 0x880556C - beq $a3, $zr, 0x088055F8
9336 user_main_a DEBUG compiler CodeInstruction.compile 0x8805570 - sw $t1, 8($s1)
9336 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805574 - lw $v0, 20($s1)
9336 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805578 - beql $v0, $zr, 0x08805580
9336 user_main_a DEBUG compiler CodeInstruction.compile 0x880557C - sw $a2, 20($s1)
9336 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805580 - jal 0x088063D8
9336 user_main_a DEBUG compiler CodeInstruction.compile 0x8805584 - lui $s0, 0x00FF <=> li $s0, 0x00FF0000
9337 user_main_a DEBUG compiler CodeInstruction.compile 0x8805588 - lw $a1, 8($s1)
9337 user_main_a DEBUG compiler CodeInstruction.compile 0x880558C - ori $s0, $s0, -1
9337 user_main_a DEBUG compiler CodeInstruction.compile 0x8805590 - and $a1, $a1, $s0
9337 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805594 - jal 0x088063D8
9337 user_main_a DEBUG compiler CodeInstruction.compile 0x8805598 - addiu $a0, $zr, 156 <=> li $a0, 156
9337 user_main_a DEBUG compiler CodeInstruction.compile 0x880559C - lw $a1, 8($s1)
9338 user_main_a DEBUG compiler CodeInstruction.compile 0x88055A0 - lw $v0, 4($s1)
9338 user_main_a DEBUG compiler CodeInstruction.compile 0x88055A4 - addiu $a0, $zr, 157 <=> li $a0, 157
9338 user_main_a DEBUG compiler CodeInstruction.compile 0x88055A8 - and $a1, $a1, $s2
9338 user_main_a DEBUG compiler CodeInstruction.compile 0x88055AC - srl $a1, $a1, 0x0008
9338 user_main_a DEBUG compiler CodeInstruction.compile < 0x88055B0 - jal 0x088063D8
9339 user_main_a DEBUG compiler CodeInstruction.compile 0x88055B4 - or $a1, $a1, $v0
9339 user_main_a DEBUG compiler CodeInstruction.compile 0x88055B8 - lw $a1, 16($s1)
9339 user_main_a DEBUG compiler CodeInstruction.compile 0x88055BC - addiu $a0, $zr, 158 <=> li $a0, 158
9339 user_main_a DEBUG compiler CodeInstruction.compile < 0x88055C0 - jal 0x088063D8
9339 user_main_a DEBUG compiler CodeInstruction.compile 0x88055C4 - and $a1, $a1, $s0
9339 user_main_a DEBUG compiler CodeInstruction.compile 0x88055C8 - lw $a1, 16($s1)
9340 user_main_a DEBUG compiler CodeInstruction.compile 0x88055CC - lw $v0, 20($s1)
9340 user_main_a DEBUG compiler CodeInstruction.compile 0x88055D0 - lw $ra, 12($sp)
9340 user_main_a DEBUG compiler CodeInstruction.compile 0x88055D4 - and $a1, $a1, $s2
9340 user_main_a DEBUG compiler CodeInstruction.compile 0x88055D8 - srl $a1, $a1, 0x0008
9340 user_main_a DEBUG compiler CodeInstruction.compile 0x88055DC - lw $s2, 8($sp)
9340 user_main_a DEBUG compiler CodeInstruction.compile 0x88055E0 - lw $s1, 4($sp)
9341 user_main_a DEBUG compiler CodeInstruction.compile 0x88055E4 - lw $s0, 0($sp)
9341 user_main_a DEBUG compiler CodeInstruction.compile 0x88055E8 - addiu $a0, $zr, 159 <=> li $a0, 159
9341 user_main_a DEBUG compiler CodeInstruction.compile 0x88055EC - or $a1, $a1, $v0
9341 GUI DEBUG ge Wait for sync while stall reached
9341 user_main_a DEBUG compiler CodeInstruction.compile < 0x88055F0 - j 0x088063D8
9341 user_main_a DEBUG compiler CodeInstruction.compile 0x88055F4 - addiu $sp, $sp, 16
9342 user_main_a DEBUG compiler CodeInstruction.compile > 0x88055F8 - lw $v0, 28($s1)
9342 user_main_a DEBUG compiler CodeInstruction.compile < 0x88055FC - beql $v0, $zr, 0x08805578
9342 user_main_a DEBUG compiler CodeInstruction.compile 0x8805600 - lw $v0, 20($s1)
9341 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9342 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805604 - mult $a2, $v0
9342 user_main_a DEBUG compiler CodeInstruction.compile 0x8805608 - mflo $v0
9343 user_main_a DEBUG compiler CodeInstruction.compile 0x880560C - sll $v0, $v0, 0x0002
9343 user_main_a DEBUG compiler CodeInstruction.compile 0x8805610 - addu $v0, $v0, $t1
9343 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805614 - j 0x08805574
9343 user_main_a DEBUG compiler CodeInstruction.compile 0x8805618 - sw $v0, 16($s1)
9343 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9344 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9344 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9344 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9344 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9344 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9344 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9345 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9345 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9345 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9345 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9345 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9346 user_main_a DEBUG compiler Compiling _S1_2_8805328
9346 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805328 - addiu $sp, $sp, -16
9347 user_main_a DEBUG compiler CodeInstruction.compile 0x880532C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9347 user_main_a DEBUG compiler CodeInstruction.compile 0x8805330 - sw $s1, 4($sp)
9347 user_main_a DEBUG compiler CodeInstruction.compile 0x8805334 - sw $s0, 0($sp)
9347 user_main_a DEBUG compiler CodeInstruction.compile 0x8805338 - addiu $s1, $v0, 19680
9347 user_main_a DEBUG compiler CodeInstruction.compile 0x880533C - sw $ra, 8($sp)
9347 user_main_a DEBUG compiler CodeInstruction.compile 0x8805340 - lw $t1, 4($s1)
9348 user_main_a DEBUG compiler CodeInstruction.compile 0x8805344 - addu $v1, $a0, $zr <=> move $v1, $a0
9348 user_main_a DEBUG compiler CodeInstruction.compile 0x8805348 - addu $v0, $a1, $zr <=> move $v0, $a1
9348 user_main_a DEBUG compiler CodeInstruction.compile 0x880534C - sw $a2, 12($s1)
9348 user_main_a DEBUG compiler CodeInstruction.compile 0x8805350 - addu $s0, $a3, $zr <=> move $s0, $a3
9348 user_main_a DEBUG compiler CodeInstruction.compile 0x8805354 - addu $t0, $s1, $zr <=> move $t0, $s1
9348 user_main_a DEBUG compiler CodeInstruction.compile 0x8805358 - addu $a0, $zr, $zr <=> li $a0, 0
9349 user_main_a DEBUG compiler CodeInstruction.compile 0x880535C - addu $a1, $zr, $zr <=> li $a1, 0
9349 user_main_a DEBUG compiler CodeInstruction.compile 0x8805360 - addu $a2, $v1, $zr <=> move $a2, $v1
9349 user_main_a DEBUG compiler CodeInstruction.compile 0x8805364 - addu $a3, $v0, $zr <=> move $a3, $v0
9349 user_main_a DEBUG compiler CodeInstruction.compile 0x8805368 - sw $v1, 24($s1)
9349 user_main_a DEBUG compiler CodeInstruction.compile < 0x880536C - beq $t1, $zr, 0x0880537C
9349 user_main_a DEBUG compiler CodeInstruction.compile 0x8805370 - sw $v0, 28($s1)
9350 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805374 - beq $t1, $s0, 0x08805380
9350 user_main_a DEBUG compiler CodeInstruction.compile 0x8805378 - nop
9350 user_main_a DEBUG compiler CodeInstruction.compile > 0x880537C - sw $s0, 4($t0)
9350 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805380 - jal 0x088052B8
9350 user_main_a DEBUG compiler CodeInstruction.compile 0x8805384 - nop
9350 user_main_a DEBUG compiler CodeInstruction.compile 0x8805388 - lw $a1, 24($s1)
9351 user_main_a DEBUG compiler CodeInstruction.compile 0x880538C - lw $a2, 28($s1)
9351 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805390 - jal 0x08809E78 [sceDisplaySetMode]
9351 user_main_a DEBUG compiler CodeInstruction.compile 0x8805394 - addu $a0, $zr, $zr <=> li $a0, 0
9351 user_main_a DEBUG compiler CodeInstruction.compile 0x8805398 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9351 user_main_a DEBUG compiler CodeInstruction.compile 0x880539C - lw $v0, 19844($v1)
9352 user_main_a DEBUG compiler CodeInstruction.compile 0x88053A0 - addu $a1, $s0, $zr <=> move $a1, $s0
9352 user_main_a DEBUG compiler CodeInstruction.compile < 0x88053A4 - bne $v0, $zr, 0x088053C0
9352 user_main_a DEBUG compiler CodeInstruction.compile 0x88053A8 - addiu $a3, $zr, 1 <=> li $a3, 1
9352 user_main_a DEBUG compiler CodeInstruction.compile 0x88053AC - lw $ra, 8($sp)
9352 user_main_a DEBUG compiler CodeInstruction.compile 0x88053B0 - lw $s1, 4($sp)
9352 user_main_a DEBUG compiler CodeInstruction.compile 0x88053B4 - lw $s0, 0($sp)
9353 user_main_a DEBUG compiler CodeInstruction.compile 0x88053B8 - jr $ra
9353 user_main_a DEBUG compiler CodeInstruction.compile 0x88053BC - addiu $sp, $sp, 16
9353 GUI DEBUG ge Wait for sync while stall reached
9353 user_main_a DEBUG compiler CodeInstruction.compile > 0x88053C0 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9353 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9353 user_main_a DEBUG compiler CodeInstruction.compile 0x88053C4 - lw $t0, 12($s1)
9354 user_main_a DEBUG compiler CodeInstruction.compile 0x88053C8 - lw $a0, 19712($v0)
9354 user_main_a DEBUG compiler CodeInstruction.compile 0x88053CC - lui $v1, 0x0891 <=> li $v1, 0x08910000
9354 user_main_a DEBUG compiler CodeInstruction.compile 0x88053D0 - lw $a2, 19680($v1)
9354 user_main_a DEBUG compiler CodeInstruction.compile 0x88053D4 - lw $ra, 8($sp)
9354 user_main_a DEBUG compiler CodeInstruction.compile 0x88053D8 - lw $s1, 4($sp)
9355 user_main_a DEBUG compiler CodeInstruction.compile 0x88053DC - lw $s0, 0($sp)
9355 user_main_a DEBUG compiler CodeInstruction.compile 0x88053E0 - addu $a0, $t0, $a0
9355 user_main_a DEBUG compiler CodeInstruction.compile < 0x88053E4 - j 0x08809E80 [sceDisplaySetFrameBuf]
9355 user_main_a DEBUG compiler CodeInstruction.compile 0x88053E8 - addiu $sp, $sp, 16
9355 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E80 - jr $ra
9355 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E84 - syscall 0x0458F [sceDisplaySetFrameBuf]
9357 user_main_a DEBUG compiler Compiling _S1_2_88052B8
9357 user_main_a DEBUG compiler CodeInstruction.compile > 0x88052B8 - addiu $sp, $sp, -24
9357 user_main_a DEBUG compiler CodeInstruction.compile 0x88052BC - sw $s3, 12($sp)
9357 user_main_a DEBUG compiler CodeInstruction.compile 0x88052C0 - sw $s0, 0($sp)
9357 user_main_a DEBUG compiler CodeInstruction.compile 0x88052C4 - addu $s3, $a3, $zr <=> move $s3, $a3
9358 user_main_a DEBUG compiler CodeInstruction.compile 0x88052C8 - addu $s0, $a1, $zr <=> move $s0, $a1
9358 user_main_a DEBUG compiler CodeInstruction.compile 0x88052CC - sw $s2, 8($sp)
9358 user_main_a DEBUG compiler CodeInstruction.compile 0x88052D0 - sw $s1, 4($sp)
9358 user_main_a DEBUG compiler CodeInstruction.compile 0x88052D4 - addu $s2, $a2, $zr <=> move $s2, $a2
9358 user_main_a DEBUG compiler CodeInstruction.compile 0x88052D8 - addu $s1, $a0, $zr <=> move $s1, $a0
9358 user_main_a DEBUG compiler CodeInstruction.compile 0x88052DC - addu $s0, $s0, $s3
9359 user_main_a DEBUG compiler CodeInstruction.compile 0x88052E0 - addu $s1, $s1, $s2
9359 user_main_a DEBUG compiler CodeInstruction.compile 0x88052E4 - sll $a1, $a1, 0x000A
9359 user_main_a DEBUG compiler CodeInstruction.compile 0x88052E8 - addiu $s0, $s0, -1
9359 user_main_a DEBUG compiler CodeInstruction.compile 0x88052EC - or $a1, $a1, $a0
9359 user_main_a DEBUG compiler CodeInstruction.compile 0x88052F0 - sll $s0, $s0, 0x000A
9359 user_main_a DEBUG compiler CodeInstruction.compile 0x88052F4 - addiu $a0, $zr, 21 <=> li $a0, 21
9360 user_main_a DEBUG compiler CodeInstruction.compile 0x88052F8 - sw $ra, 16($sp)
9360 user_main_a DEBUG compiler CodeInstruction.compile < 0x88052FC - jal 0x088063D8
9360 user_main_a DEBUG compiler CodeInstruction.compile 0x8805300 - addiu $s1, $s1, -1
9360 user_main_a DEBUG compiler CodeInstruction.compile 0x8805304 - or $a1, $s0, $s1
9360 user_main_a DEBUG compiler CodeInstruction.compile 0x8805308 - lw $ra, 16($sp)
9361 user_main_a DEBUG compiler CodeInstruction.compile 0x880530C - lw $s3, 12($sp)
9361 user_main_a DEBUG compiler CodeInstruction.compile 0x8805310 - lw $s2, 8($sp)
9361 user_main_a DEBUG compiler CodeInstruction.compile 0x8805314 - lw $s1, 4($sp)
9361 user_main_a DEBUG compiler CodeInstruction.compile 0x8805318 - lw $s0, 0($sp)
9361 user_main_a DEBUG compiler CodeInstruction.compile 0x880531C - addiu $a0, $zr, 22 <=> li $a0, 22
9361 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805320 - j 0x088063D8
9362 user_main_a DEBUG compiler CodeInstruction.compile 0x8805324 - addiu $sp, $sp, 24
9362 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9362 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9362 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9362 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9362 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9363 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9363 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9363 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9363 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9363 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9364 GUI DEBUG ge Wait for sync while stall reached
9364 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9364 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9364 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9365 user_main_a DEBUG compiler Compiling _S1_2_8809E78
9365 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E78 - jr $ra
9365 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E7C - syscall 0x0458A [sceDisplaySetMode]
9366 user_main_a DEBUG hle.sceDisplay sceDisplaySetMode(mode=0,width=480,height=272)
9366 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9366 user_main_a DEBUG runtime syncEmulator immediately=false
9366 user_main_a DEBUG compiler Compiling _S1_2_8805168
9367 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805168 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9367 user_main_a DEBUG compiler CodeInstruction.compile 0x880516C - addiu $v0, $v0, 19680
9367 user_main_a DEBUG compiler CodeInstruction.compile 0x8805170 - addiu $sp, $sp, -16
9367 user_main_a DEBUG compiler CodeInstruction.compile 0x8805174 - lw $v1, 20($v0)
9367 user_main_a DEBUG compiler CodeInstruction.compile 0x8805178 - sw $s1, 4($sp)
9368 user_main_a DEBUG compiler CodeInstruction.compile 0x880517C - addu $s1, $a1, $zr <=> move $s1, $a1
9368 user_main_a DEBUG compiler CodeInstruction.compile 0x8805180 - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9368 user_main_a DEBUG compiler CodeInstruction.compile 0x8805184 - sw $s0, 0($sp)
9368 user_main_a DEBUG compiler CodeInstruction.compile 0x8805188 - ori $a1, $a1, -1
9368 user_main_a DEBUG compiler CodeInstruction.compile 0x880518C - addu $s0, $a0, $zr <=> move $s0, $a0
9368 user_main_a DEBUG compiler CodeInstruction.compile 0x8805190 - sw $ra, 8($sp)
9369 user_main_a DEBUG compiler CodeInstruction.compile 0x8805194 - addiu $a0, $zr, 158 <=> li $a0, 158
9369 user_main_a DEBUG compiler CodeInstruction.compile 0x8805198 - and $a1, $s0, $a1
9369 user_main_a DEBUG compiler CodeInstruction.compile < 0x880519C - beq $v1, $zr, 0x088051AC
9369 user_main_a DEBUG compiler CodeInstruction.compile 0x88051A0 - sw $s0, 16($v0)
9369 user_main_a DEBUG compiler CodeInstruction.compile < 0x88051A4 - beq $v1, $s1, 0x088051B0
9369 user_main_a DEBUG compiler CodeInstruction.compile 0x88051A8 - nop
9370 user_main_a DEBUG compiler CodeInstruction.compile > 0x88051AC - sw $s1, 20($v0)
9370 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88051B0 - jal 0x088063D8
9370 user_main_a DEBUG compiler CodeInstruction.compile 0x88051B4 - nop
9370 user_main_a DEBUG compiler CodeInstruction.compile 0x88051B8 - lui $a1, 0xFF00 <=> li $a1, 0xFF000000
9370 user_main_a DEBUG compiler CodeInstruction.compile 0x88051BC - and $a1, $s0, $a1
9371 user_main_a DEBUG compiler CodeInstruction.compile 0x88051C0 - srl $a1, $a1, 0x0008
9371 user_main_a DEBUG compiler CodeInstruction.compile 0x88051C4 - or $a1, $a1, $s1
9371 user_main_a DEBUG compiler CodeInstruction.compile 0x88051C8 - lw $ra, 8($sp)
9371 user_main_a DEBUG compiler CodeInstruction.compile 0x88051CC - lw $s1, 4($sp)
9371 user_main_a DEBUG compiler CodeInstruction.compile 0x88051D0 - lw $s0, 0($sp)
9371 user_main_a DEBUG compiler CodeInstruction.compile 0x88051D4 - addiu $a0, $zr, 159 <=> li $a0, 159
9372 user_main_a DEBUG compiler CodeInstruction.compile < 0x88051D8 - j 0x088063D8
9372 user_main_a DEBUG compiler CodeInstruction.compile 0x88051DC - addiu $sp, $sp, 16
9372 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9372 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9372 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9372 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9373 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9373 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9373 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9373 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9373 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9374 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9374 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9374 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9375 GUI DEBUG ge Wait for sync while stall reached
9375 user_main_a DEBUG compiler Compiling _S1_2_8805BF8
9375 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9375 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805BF8 - addiu $sp, $sp, -8
9375 user_main_a DEBUG compiler CodeInstruction.compile 0x8805BFC - sll $a0, $a0, 0x0004
9375 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C00 - sw $s0, 0($sp)
9376 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C04 - addu $s0, $a1, $zr <=> move $s0, $a1
9376 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C08 - addu $a1, $a0, $zr <=> move $a1, $a0
9376 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C0C - sw $ra, 4($sp)
9376 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805C10 - jal 0x088063D8
9376 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C14 - addiu $a0, $zr, 76 <=> li $a0, 76
9377 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C18 - sll $a1, $s0, 0x0004
9377 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C1C - lw $ra, 4($sp)
9377 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C20 - lw $s0, 0($sp)
9377 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C24 - addiu $a0, $zr, 77 <=> li $a0, 77
9377 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805C28 - j 0x088063D8
9377 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C2C - addiu $sp, $sp, 8
9378 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9378 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9378 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9378 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9378 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9378 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9379 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9379 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9379 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9379 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9379 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9379 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9380 user_main_a DEBUG compiler Compiling _S1_2_8806360
9380 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806360 - addiu $sp, $sp, -16
9381 user_main_a DEBUG compiler CodeInstruction.compile 0x8806364 - sra $a2, $a2, 0x0001
9381 user_main_a DEBUG compiler CodeInstruction.compile 0x8806368 - mtc1 $a2, $f0
9381 user_main_a DEBUG compiler CodeInstruction.compile 0x880636C - sw $s0, 0($sp)
9381 user_main_a DEBUG compiler CodeInstruction.compile 0x8806370 - addu $s0, $a3, $zr <=> move $s0, $a3
9381 user_main_a DEBUG compiler CodeInstruction.compile 0x8806374 - subu $s0, $zr, $s0 <=> negu $s0, $s0
9382 user_main_a DEBUG compiler CodeInstruction.compile 0x8806378 - swc1 $f20, 8($sp)
9382 user_main_a DEBUG compiler CodeInstruction.compile 0x880637C - cvt.s.w $f12, $f0
9382 user_main_a DEBUG compiler CodeInstruction.compile 0x8806380 - mtc1 $a0, $f20
9382 user_main_a DEBUG compiler CodeInstruction.compile 0x8806384 - sra $s0, $s0, 0x0001
9382 user_main_a DEBUG compiler CodeInstruction.compile 0x8806388 - sw $ra, 4($sp)
9382 user_main_a DEBUG compiler CodeInstruction.compile 0x880638C - swc1 $f21, 12($sp)
9383 user_main_a DEBUG compiler CodeInstruction.compile 0x8806390 - mtc1 $a1, $f21
9383 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806394 - jal 0x08806408
9383 user_main_a DEBUG compiler CodeInstruction.compile 0x8806398 - addiu $a0, $zr, 66 <=> li $a0, 66
9383 user_main_a DEBUG compiler CodeInstruction.compile 0x880639C - mtc1 $s0, $f0
9383 user_main_a DEBUG compiler CodeInstruction.compile 0x88063A0 - addiu $a0, $zr, 67 <=> li $a0, 67
9384 user_main_a DEBUG compiler CodeInstruction.compile < 0x88063A4 - jal 0x08806408
9384 user_main_a DEBUG compiler CodeInstruction.compile 0x88063A8 - cvt.s.w $f12, $f0
9384 user_main_a DEBUG compiler CodeInstruction.compile 0x88063AC - cvt.s.w $f12, $f20
9384 user_main_a DEBUG compiler CodeInstruction.compile < 0x88063B0 - jal 0x08806408
9384 user_main_a DEBUG compiler CodeInstruction.compile 0x88063B4 - addiu $a0, $zr, 69 <=> li $a0, 69
9385 user_main_a DEBUG compiler CodeInstruction.compile 0x88063B8 - cvt.s.w $f12, $f21
9385 user_main_a DEBUG compiler CodeInstruction.compile 0x88063BC - lw $ra, 4($sp)
9385 user_main_a DEBUG compiler CodeInstruction.compile 0x88063C0 - lw $s0, 0($sp)
9385 user_main_a DEBUG compiler CodeInstruction.compile 0x88063C4 - lwc1 $f21, 12($sp)
9385 user_main_a DEBUG compiler CodeInstruction.compile 0x88063C8 - lwc1 $f20, 8($sp)
9385 user_main_a DEBUG compiler CodeInstruction.compile 0x88063CC - addiu $a0, $zr, 70 <=> li $a0, 70
9386 GUI DEBUG ge Wait for sync while stall reached
9386 user_main_a DEBUG compiler CodeInstruction.compile < 0x88063D0 - j 0x08806408
9386 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9386 user_main_a DEBUG compiler CodeInstruction.compile 0x88063D4 - addiu $sp, $sp, 16
9386 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9386 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9387 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9387 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9387 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9387 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9387 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9388 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9388 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9388 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9388 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9388 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9388 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806408 - mfc1 $v0, $f12
9389 user_main_a DEBUG compiler CodeInstruction.compile < 0x880640C - j 0x088063D8
9389 user_main_a DEBUG compiler CodeInstruction.compile 0x8806410 - srl $a1, $v0, 0x0008
9389 user_main_a DEBUG compiler Compiling _S1_2_88051EC
9390 user_main_a DEBUG compiler CodeInstruction.compile > 0x88051EC - addiu $sp, $sp, -24
9390 user_main_a DEBUG compiler CodeInstruction.compile 0x88051F0 - sw $ra, 12($sp)
9390 user_main_a DEBUG compiler CodeInstruction.compile 0x88051F4 - sw $s2, 8($sp)
9390 user_main_a DEBUG compiler CodeInstruction.compile 0x88051F8 - sw $s1, 4($sp)
9391 user_main_a DEBUG compiler CodeInstruction.compile 0x88051FC - swc1 $f20, 16($sp)
9391 user_main_a DEBUG compiler CodeInstruction.compile 0x8805200 - sw $s0, 0($sp)
9391 user_main_a DEBUG compiler CodeInstruction.compile 0x8805204 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9391 user_main_a DEBUG compiler CodeInstruction.compile 0x8805208 - lw $s0, 20148($v0)
9391 user_main_a DEBUG compiler CodeInstruction.compile 0x880520C - addiu $v0, $zr, 92 <=> li $v0, 92
9391 user_main_a DEBUG compiler CodeInstruction.compile 0x8805210 - addu $s1, $a0, $zr <=> move $s1, $a0
9392 user_main_a DEBUG compiler CodeInstruction.compile 0x8805214 - mult $s0, $v0
9392 user_main_a DEBUG compiler CodeInstruction.compile 0x8805218 - addu $v0, $a0, $a1
9392 user_main_a DEBUG compiler CodeInstruction.compile 0x880521C - srl $v1, $v0, 0x001F
9392 user_main_a DEBUG compiler CodeInstruction.compile 0x8805220 - addu $v0, $v0, $v1
9392 user_main_a DEBUG compiler CodeInstruction.compile 0x8805224 - sra $v0, $v0, 0x0001
9392 user_main_a DEBUG compiler CodeInstruction.compile 0x8805228 - mtc1 $v0, $f0
9393 user_main_a DEBUG compiler CodeInstruction.compile 0x880522C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9393 user_main_a DEBUG compiler CodeInstruction.compile 0x8805230 - cvt.s.w $f20, $f0
9393 user_main_a DEBUG compiler CodeInstruction.compile 0x8805234 - mtc1 $a0, $f0
9393 user_main_a DEBUG compiler CodeInstruction.compile 0x8805238 - addiu $v0, $v0, 19848
9393 user_main_a DEBUG compiler CodeInstruction.compile 0x880523C - cvt.s.w $f12, $f0
9394 user_main_a DEBUG compiler CodeInstruction.compile 0x8805240 - sub.s $f12, $f20, $f12
9394 user_main_a DEBUG compiler CodeInstruction.compile 0x8805244 - addiu $a0, $zr, 68 <=> li $a0, 68
9394 user_main_a DEBUG compiler CodeInstruction.compile 0x8805248 - addu $s2, $a1, $zr <=> move $s2, $a1
9394 user_main_a DEBUG compiler CodeInstruction.compile 0x880524C - mflo $s0
9394 user_main_a DEBUG compiler CodeInstruction.compile 0x8805250 - addu $s0, $s0, $v0
9394 user_main_a DEBUG compiler CodeInstruction.compile 0x8805254 - sw $a1, 36($s0)
9395 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805258 - jal 0x08806408
9395 user_main_a DEBUG compiler CodeInstruction.compile 0x880525C - sw $s1, 32($s0)
9395 user_main_a DEBUG compiler CodeInstruction.compile 0x8805260 - lwc1 $f0, 40($s0)
9395 user_main_a DEBUG compiler CodeInstruction.compile 0x8805264 - addiu $a0, $zr, 71 <=> li $a0, 71
9395 user_main_a DEBUG compiler CodeInstruction.compile 0x8805268 - cvt.s.w $f12, $f0
9396 user_main_a DEBUG compiler CodeInstruction.compile < 0x880526C - jal 0x08806408
9396 user_main_a DEBUG compiler CodeInstruction.compile 0x8805270 - add.s $f12, $f20, $f12
9396 user_main_a DEBUG compiler CodeInstruction.compile 0x8805274 - slt $v0, $s2, $s1
9396 user_main_a DEBUG compiler CodeInstruction.compile 0x8805278 - addiu $a0, $zr, 214 <=> li $a0, 214
9397 GUI DEBUG ge Wait for sync while stall reached
9397 user_main_a DEBUG compiler CodeInstruction.compile < 0x880527C - beq $v0, $zr, 0x0880528C
9397 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9397 user_main_a DEBUG compiler CodeInstruction.compile 0x8805280 - addu $v1, $s1, $zr <=> move $v1, $s1
9397 user_main_a DEBUG compiler CodeInstruction.compile 0x8805284 - addu $s1, $s2, $zr <=> move $s1, $s2
9398 user_main_a DEBUG compiler CodeInstruction.compile 0x8805288 - addu $s2, $v1, $zr <=> move $s2, $v1
9398 user_main_a DEBUG compiler CodeInstruction.compile <> 0x880528C - jal 0x088063D8
9398 user_main_a DEBUG compiler CodeInstruction.compile 0x8805290 - addu $a1, $s1, $zr <=> move $a1, $s1
9398 user_main_a DEBUG compiler CodeInstruction.compile 0x8805294 - addu $a1, $s2, $zr <=> move $a1, $s2
9398 user_main_a DEBUG compiler CodeInstruction.compile 0x8805298 - lw $ra, 12($sp)
9398 user_main_a DEBUG compiler CodeInstruction.compile 0x880529C - lw $s2, 8($sp)
9399 user_main_a DEBUG compiler CodeInstruction.compile 0x88052A0 - lw $s1, 4($sp)
9399 user_main_a DEBUG compiler CodeInstruction.compile 0x88052A4 - lw $s0, 0($sp)
9399 user_main_a DEBUG compiler CodeInstruction.compile 0x88052A8 - lwc1 $f20, 16($sp)
9399 user_main_a DEBUG compiler CodeInstruction.compile 0x88052AC - addiu $a0, $zr, 215 <=> li $a0, 215
9399 user_main_a DEBUG compiler CodeInstruction.compile < 0x88052B0 - j 0x088063D8
9400 user_main_a DEBUG compiler CodeInstruction.compile 0x88052B4 - addiu $sp, $sp, 24
9400 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9400 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9400 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9400 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9400 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9401 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9401 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9401 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9401 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9401 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9402 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9402 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9403 user_main_a DEBUG compiler Compiling _S1_2_8805C30
9403 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805C30 - addiu $sp, $sp, -8
9403 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C34 - sw $s0, 0($sp)
9403 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C38 - sw $ra, 4($sp)
9403 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C3C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9404 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C40 - lw $t0, 20148($v0)
9404 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C44 - addiu $v1, $zr, 92 <=> li $v1, 92
9404 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C48 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9404 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C4C - mult $t0, $v1
9404 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C50 - addiu $v0, $v0, 19848
9404 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C54 - addu $t2, $a0, $zr <=> move $t2, $a0
9405 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C58 - addu $t1, $a1, $zr <=> move $t1, $a1
9405 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C5C - addiu $a2, $a2, -1
9405 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C60 - sll $a1, $a1, 0x000A
9405 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C64 - addiu $a3, $a3, -1
9405 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C68 - addiu $a0, $zr, 212 <=> li $a0, 212
9406 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C6C - or $a1, $a1, $t2
9406 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C70 - mflo $t0
9406 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C74 - addu $s0, $t0, $v0
9406 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C78 - lw $v1, 12($s0)
9406 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C7C - sw $a2, 24($s0)
9407 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C80 - sw $a3, 28($s0)
9407 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C84 - sw $t2, 16($s0)
9407 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805C88 - bne $v1, $zr, 0x08805CA0
9407 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C8C - sw $t1, 20($s0)
9407 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C90 - lw $ra, 4($sp)
9407 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C94 - lw $s0, 0($sp)
9408 GUI DEBUG ge Wait for sync while stall reached
9408 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9408 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C98 - jr $ra
9408 user_main_a DEBUG compiler CodeInstruction.compile 0x8805C9C - addiu $sp, $sp, 8
9408 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805CA0 - jal 0x088063D8
9409 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CA4 - nop
9409 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CA8 - lw $a1, 28($s0)
9409 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CAC - lw $v0, 24($s0)
9409 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CB0 - lw $ra, 4($sp)
9409 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CB4 - sll $a1, $a1, 0x000A
9409 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CB8 - lw $s0, 0($sp)
9410 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CBC - addiu $a0, $zr, 213 <=> li $a0, 213
9410 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CC0 - or $a1, $a1, $v0
9410 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805CC4 - j 0x088063D8
9410 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CC8 - addiu $sp, $sp, 8
9410 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9411 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9411 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9411 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9411 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9411 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9411 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9412 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9412 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9412 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9412 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9412 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9413 user_main_a DEBUG compiler Compiling _S1_2_880561C
9414 user_main_a DEBUG compiler CodeInstruction.compile > 0x880561C - addiu $sp, $sp, -16
9414 user_main_a DEBUG compiler CodeInstruction.compile 0x8805620 - sltiu $v0, $a0, 22
9414 user_main_a DEBUG compiler CodeInstruction.compile 0x8805624 - sw $s1, 4($sp)
9414 user_main_a DEBUG compiler CodeInstruction.compile 0x8805628 - sw $ra, 8($sp)
9414 user_main_a DEBUG compiler CodeInstruction.compile 0x880562C - sw $s0, 0($sp)
9415 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805630 - beq $v0, $zr, 0x08805654
9415 user_main_a DEBUG compiler CodeInstruction.compile 0x8805634 - addu $s1, $a0, $zr <=> move $s1, $a0
9415 user_main_a DEBUG compiler CodeInstruction.compile 0x8805638 - lui $v1, 0x0881 <=> li $v1, 0x08810000
9415 user_main_a DEBUG compiler CodeInstruction.compile 0x880563C - sll $v0, $a0, 0x0002
9415 user_main_a DEBUG compiler CodeInstruction.compile 0x8805640 - addiu $v1, $v1, -24016
9415 user_main_a DEBUG compiler CodeInstruction.compile 0x8805644 - addu $v0, $v0, $v1
9416 user_main_a DEBUG compiler CodeInstruction.compile 0x8805648 - lw $a0, 0($v0)
9416 user_main_a DEBUG compiler CodeInstruction.compile 0x880564C - jr $a0
9416 user_main_a DEBUG compiler CodeInstruction.compile 0x8805650 - nop
9416 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805654 - slti $v0, $a0, 22
9416 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805658 - beq $v0, $zr, 0x08805674
9417 user_main_a DEBUG compiler CodeInstruction.compile 0x880565C - lui $a0, 0x0891 <=> li $a0, 0x08910000
9417 user_main_a DEBUG compiler CodeInstruction.compile 0x8805660 - lw $v1, 20124($a0)
9417 user_main_a DEBUG compiler CodeInstruction.compile 0x8805664 - addiu $v0, $zr, 1 <=> li $v0, 1
9417 user_main_a DEBUG compiler CodeInstruction.compile 0x8805668 - sllv $v0, $v0, $s1
9417 user_main_a DEBUG compiler CodeInstruction.compile 0x880566C - or $v0, $v0, $v1
9418 user_main_a DEBUG compiler CodeInstruction.compile 0x8805670 - sw $v0, 20124($a0)
9418 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805674 - lw $ra, 8($sp)
9418 user_main_a DEBUG compiler CodeInstruction.compile 0x8805678 - lw $s1, 4($sp)
9418 user_main_a DEBUG compiler CodeInstruction.compile 0x880567C - lw $s0, 0($sp)
9418 user_main_a DEBUG compiler CodeInstruction.compile 0x8805680 - jr $ra
9418 user_main_a DEBUG compiler CodeInstruction.compile 0x8805684 - addiu $sp, $sp, 16
9419 GUI DEBUG ge Wait for sync while stall reached
9419 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9419 user_main_a DEBUG compiler Compiling _S1_2_88056B0
9419 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805660 - lw $v1, 20124($a0)
9420 user_main_a DEBUG compiler CodeInstruction.compile 0x8805664 - addiu $v0, $zr, 1 <=> li $v0, 1
9420 user_main_a DEBUG compiler CodeInstruction.compile 0x8805668 - sllv $v0, $v0, $s1
9420 user_main_a DEBUG compiler CodeInstruction.compile 0x880566C - or $v0, $v0, $v1
9421 user_main_a DEBUG compiler CodeInstruction.compile 0x8805670 - sw $v0, 20124($a0)
9421 user_main_a DEBUG compiler CodeInstruction.compile 0x8805674 - lw $ra, 8($sp)
9421 user_main_a DEBUG compiler CodeInstruction.compile 0x8805678 - lw $s1, 4($sp)
9421 user_main_a DEBUG compiler CodeInstruction.compile 0x880567C - lw $s0, 0($sp)
9421 user_main_a DEBUG compiler CodeInstruction.compile 0x8805680 - jr $ra
9422 user_main_a DEBUG compiler CodeInstruction.compile 0x8805684 - addiu $sp, $sp, 16
9422 user_main_a DEBUG compiler CodeInstruction.compile > 0x88056B0 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9422 user_main_a DEBUG compiler CodeInstruction.compile 0x88056B4 - lw $s0, 20148($v0)
9422 user_main_a DEBUG compiler CodeInstruction.compile 0x88056B8 - addiu $v1, $zr, 92 <=> li $v1, 92
9422 user_main_a DEBUG compiler CodeInstruction.compile 0x88056BC - lui $v0, 0x0891 <=> li $v0, 0x08910000
9423 user_main_a DEBUG compiler CodeInstruction.compile 0x88056C0 - mult $s0, $v1
9423 user_main_a DEBUG compiler CodeInstruction.compile 0x88056C4 - addiu $v0, $v0, 19848
9423 user_main_a DEBUG compiler CodeInstruction.compile 0x88056C8 - addiu $a0, $zr, 212 <=> li $a0, 212
9423 user_main_a DEBUG compiler CodeInstruction.compile 0x88056CC - mflo $s0
9423 user_main_a DEBUG compiler CodeInstruction.compile 0x88056D0 - addu $s0, $s0, $v0
9423 user_main_a DEBUG compiler CodeInstruction.compile 0x88056D4 - lw $a1, 20($s0)
9424 user_main_a DEBUG compiler CodeInstruction.compile 0x88056D8 - lw $v1, 16($s0)
9424 user_main_a DEBUG compiler CodeInstruction.compile 0x88056DC - addiu $v0, $zr, 1 <=> li $v0, 1
9424 user_main_a DEBUG compiler CodeInstruction.compile 0x88056E0 - sll $a1, $a1, 0x000A
9424 user_main_a DEBUG compiler CodeInstruction.compile 0x88056E4 - sw $v0, 12($s0)
9424 user_main_a DEBUG compiler CodeInstruction.compile < 0x88056E8 - jal 0x088063D8
9425 user_main_a DEBUG compiler CodeInstruction.compile 0x88056EC - or $a1, $a1, $v1
9425 user_main_a DEBUG compiler CodeInstruction.compile 0x88056F0 - lw $a1, 28($s0)
9425 user_main_a DEBUG compiler CodeInstruction.compile 0x88056F4 - lw $v0, 24($s0)
9425 user_main_a DEBUG compiler CodeInstruction.compile 0x88056F8 - addiu $a0, $zr, 213 <=> li $a0, 213
9425 user_main_a DEBUG compiler CodeInstruction.compile 0x88056FC - sll $a1, $a1, 0x000A
9425 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805700 - jal 0x088063D8
9426 user_main_a DEBUG compiler CodeInstruction.compile 0x8805704 - or $a1, $a1, $v0
9426 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805708 - j 0x08805660
9426 user_main_a DEBUG compiler CodeInstruction.compile 0x880570C - lui $a0, 0x0891 <=> li $a0, 0x08910000
9427 user_main_a DEBUG compiler Compiling _S1_2_88051E0
9427 user_main_a DEBUG compiler CodeInstruction.compile > 0x88051E0 - addu $a1, $a0, $zr <=> move $a1, $a0
9427 user_main_a DEBUG compiler CodeInstruction.compile < 0x88051E4 - j 0x088063D8
9427 user_main_a DEBUG compiler CodeInstruction.compile 0x88051E8 - addiu $a0, $zr, 222 <=> li $a0, 222
9428 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9428 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9428 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9428 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9428 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9429 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9429 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9429 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9429 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9429 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9430 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9430 GUI DEBUG ge Wait for sync while stall reached
9430 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9430 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9430 user_main_a DEBUG compiler Compiling _S1_2_880569C
9431 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805660 - lw $v1, 20124($a0)
9431 user_main_a DEBUG compiler CodeInstruction.compile 0x8805664 - addiu $v0, $zr, 1 <=> li $v0, 1
9431 user_main_a DEBUG compiler CodeInstruction.compile 0x8805668 - sllv $v0, $v0, $s1
9431 user_main_a DEBUG compiler CodeInstruction.compile 0x880566C - or $v0, $v0, $v1
9432 user_main_a DEBUG compiler CodeInstruction.compile 0x8805670 - sw $v0, 20124($a0)
9432 user_main_a DEBUG compiler CodeInstruction.compile 0x8805674 - lw $ra, 8($sp)
9432 user_main_a DEBUG compiler CodeInstruction.compile 0x8805678 - lw $s1, 4($sp)
9432 user_main_a DEBUG compiler CodeInstruction.compile 0x880567C - lw $s0, 0($sp)
9432 user_main_a DEBUG compiler CodeInstruction.compile 0x8805680 - jr $ra
9432 user_main_a DEBUG compiler CodeInstruction.compile 0x8805684 - addiu $sp, $sp, 16
9433 user_main_a DEBUG compiler CodeInstruction.compile > 0x880569C - addiu $a0, $zr, 35 <=> li $a0, 35
9433 user_main_a DEBUG compiler CodeInstruction.compile < 0x88056A0 - jal 0x088063D8
9433 user_main_a DEBUG compiler CodeInstruction.compile 0x88056A4 - addiu $a1, $zr, 1 <=> li $a1, 1
9433 user_main_a DEBUG compiler CodeInstruction.compile < 0x88056A8 - j 0x08805660
9433 user_main_a DEBUG compiler CodeInstruction.compile 0x88056AC - lui $a0, 0x0891 <=> li $a0, 0x08910000
9434 user_main_a DEBUG compiler Compiling _S1_2_8805A88
9434 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805A88 - beq $a0, $zr, 0x08805A98
9434 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A8C - addu $a1, $zr, $zr <=> li $a1, 0
9435 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A90 - j 0x088063D8
9435 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A94 - addiu $a0, $zr, 155 <=> li $a0, 155
9435 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805A98 - addiu $a0, $zr, 155 <=> li $a0, 155
9435 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A9C - j 0x088063D8
9435 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AA0 - addiu $a1, $zr, 1 <=> li $a1, 1
9436 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9436 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9436 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9436 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9436 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9436 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9437 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9437 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9437 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9437 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9437 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9438 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9438 user_main_a DEBUG compiler Compiling _S1_2_8805E84
9438 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805E84 - addiu $v0, $zr, 1 <=> li $v0, 1
9439 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E88 - beq $a0, $v0, 0x08805E9C
9439 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E8C - addiu $a1, $zr, 1 <=> li $a1, 1
9439 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E90 - addiu $a0, $zr, 80 <=> li $a0, 80
9439 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E94 - j 0x088063D8
9439 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E98 - addu $a1, $zr, $zr <=> li $a1, 0
9440 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805E9C - j 0x088063D8
9440 user_main_a DEBUG compiler CodeInstruction.compile 0x8805EA0 - addiu $a0, $zr, 80 <=> li $a0, 80
9440 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9440 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9440 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9441 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9441 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9441 GUI DEBUG ge Wait for sync while stall reached
9441 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9441 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9441 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9442 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9442 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9442 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9442 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9442 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9443 user_main_a DEBUG compiler Compiling _S1_2_8805738
9443 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805660 - lw $v1, 20124($a0)
9443 user_main_a DEBUG compiler CodeInstruction.compile 0x8805664 - addiu $v0, $zr, 1 <=> li $v0, 1
9444 user_main_a DEBUG compiler CodeInstruction.compile 0x8805668 - sllv $v0, $v0, $s1
9444 user_main_a DEBUG compiler CodeInstruction.compile 0x880566C - or $v0, $v0, $v1
9444 user_main_a DEBUG compiler CodeInstruction.compile 0x8805670 - sw $v0, 20124($a0)
9444 user_main_a DEBUG compiler CodeInstruction.compile 0x8805674 - lw $ra, 8($sp)
9444 user_main_a DEBUG compiler CodeInstruction.compile 0x8805678 - lw $s1, 4($sp)
9444 user_main_a DEBUG compiler CodeInstruction.compile 0x880567C - lw $s0, 0($sp)
9445 user_main_a DEBUG compiler CodeInstruction.compile 0x8805680 - jr $ra
9445 user_main_a DEBUG compiler CodeInstruction.compile 0x8805684 - addiu $sp, $sp, 16
9445 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805738 - addiu $a0, $zr, 29 <=> li $a0, 29
9445 user_main_a DEBUG compiler CodeInstruction.compile < 0x880573C - jal 0x088063D8
9445 user_main_a DEBUG compiler CodeInstruction.compile 0x8805740 - addiu $a1, $zr, 1 <=> li $a1, 1
9446 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805744 - j 0x08805660
9446 user_main_a DEBUG compiler CodeInstruction.compile 0x8805748 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9446 user_main_a DEBUG compiler Compiling _S1_2_8805788
9447 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805660 - lw $v1, 20124($a0)
9447 user_main_a DEBUG compiler CodeInstruction.compile 0x8805664 - addiu $v0, $zr, 1 <=> li $v0, 1
9447 user_main_a DEBUG compiler CodeInstruction.compile 0x8805668 - sllv $v0, $v0, $s1
9447 user_main_a DEBUG compiler CodeInstruction.compile 0x880566C - or $v0, $v0, $v1
9447 user_main_a DEBUG compiler CodeInstruction.compile 0x8805670 - sw $v0, 20124($a0)
9447 user_main_a DEBUG compiler CodeInstruction.compile 0x8805674 - lw $ra, 8($sp)
9448 user_main_a DEBUG compiler CodeInstruction.compile 0x8805678 - lw $s1, 4($sp)
9448 user_main_a DEBUG compiler CodeInstruction.compile 0x880567C - lw $s0, 0($sp)
9448 user_main_a DEBUG compiler CodeInstruction.compile 0x8805680 - jr $ra
9448 user_main_a DEBUG compiler CodeInstruction.compile 0x8805684 - addiu $sp, $sp, 16
9448 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805788 - addiu $a0, $zr, 30 <=> li $a0, 30
9449 user_main_a DEBUG compiler CodeInstruction.compile < 0x880578C - jal 0x088063D8
9449 user_main_a DEBUG compiler CodeInstruction.compile 0x8805790 - addiu $a1, $zr, 1 <=> li $a1, 1
9449 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805794 - j 0x08805660
9449 user_main_a DEBUG compiler CodeInstruction.compile 0x8805798 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9450 user_main_a DEBUG compiler Compiling _S1_2_8805774
9450 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805660 - lw $v1, 20124($a0)
9450 user_main_a DEBUG compiler CodeInstruction.compile 0x8805664 - addiu $v0, $zr, 1 <=> li $v0, 1
9450 user_main_a DEBUG compiler CodeInstruction.compile 0x8805668 - sllv $v0, $v0, $s1
9451 user_main_a DEBUG compiler CodeInstruction.compile 0x880566C - or $v0, $v0, $v1
9451 user_main_a DEBUG compiler CodeInstruction.compile 0x8805670 - sw $v0, 20124($a0)
9451 user_main_a DEBUG compiler CodeInstruction.compile 0x8805674 - lw $ra, 8($sp)
9451 user_main_a DEBUG compiler CodeInstruction.compile 0x8805678 - lw $s1, 4($sp)
9451 user_main_a DEBUG compiler CodeInstruction.compile 0x880567C - lw $s0, 0($sp)
9452 GUI DEBUG ge Wait for sync while stall reached
9452 user_main_a DEBUG compiler CodeInstruction.compile 0x8805680 - jr $ra
9452 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9452 user_main_a DEBUG compiler CodeInstruction.compile 0x8805684 - addiu $sp, $sp, 16
9452 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805774 - addiu $a0, $zr, 28 <=> li $a0, 28
9452 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805778 - jal 0x088063D8
9453 user_main_a DEBUG compiler CodeInstruction.compile 0x880577C - addiu $a1, $zr, 1 <=> li $a1, 1
9453 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805780 - j 0x08805660
9453 user_main_a DEBUG compiler CodeInstruction.compile 0x8805784 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9454 user_main_a DEBUG compiler Compiling _S1_2_88059A0
9454 user_main_a DEBUG compiler CodeInstruction.compile > 0x88059A0 - addiu $sp, $sp, -8
9454 user_main_a DEBUG compiler CodeInstruction.compile 0x88059A4 - sw $s0, 0($sp)
9454 user_main_a DEBUG compiler CodeInstruction.compile 0x88059A8 - lui $s0, 0x0891 <=> li $s0, 0x08910000
9454 user_main_a DEBUG compiler CodeInstruction.compile 0x88059AC - lw $a2, 20148($s0)
9455 user_main_a DEBUG compiler CodeInstruction.compile 0x88059B0 - addiu $v0, $zr, 1 <=> li $v0, 1
9455 user_main_a DEBUG compiler CodeInstruction.compile < 0x88059B4 - beq $a2, $v0, 0x08805A38
9455 user_main_a DEBUG compiler CodeInstruction.compile 0x88059B8 - sw $ra, 4($sp)
9455 user_main_a DEBUG compiler CodeInstruction.compile 0x88059BC - addiu $v0, $zr, 2 <=> li $v0, 2
9455 user_main_a DEBUG compiler CodeInstruction.compile 0x88059C0 - addiu $a0, $zr, 15 <=> li $a0, 15
9456 user_main_a DEBUG compiler CodeInstruction.compile < 0x88059C4 - beq $a2, $v0, 0x08805A1C
9456 user_main_a DEBUG compiler CodeInstruction.compile 0x88059C8 - addu $a1, $zr, $zr <=> li $a1, 0
9456 user_main_a DEBUG compiler CodeInstruction.compile < 0x88059CC - beq $a2, $zr, 0x08805A1C
9456 user_main_a DEBUG compiler CodeInstruction.compile 0x88059D0 - nop
9456 user_main_a DEBUG compiler CodeInstruction.compile 0x88059D4 - lui $a3, 0x0891 <=> li $a3, 0x08910000
9457 user_main_a DEBUG compiler CodeInstruction.compile > 0x88059D8 - lw $v1, 20132($a3)
9457 user_main_a DEBUG compiler CodeInstruction.compile 0x88059DC - addiu $a0, $zr, 92 <=> li $a0, 92
9457 user_main_a DEBUG compiler CodeInstruction.compile 0x88059E0 - lw $a1, 8($v1)
9457 user_main_a DEBUG compiler CodeInstruction.compile 0x88059E4 - lw $a2, 4($v1)
9457 user_main_a DEBUG compiler CodeInstruction.compile 0x88059E8 - lw $v0, 0($v1)
9458 user_main_a DEBUG compiler CodeInstruction.compile 0x88059EC - mult $a1, $a0
9458 user_main_a DEBUG compiler CodeInstruction.compile 0x88059F0 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9458 user_main_a DEBUG compiler CodeInstruction.compile 0x88059F4 - addiu $v1, $v1, 19848
9458 user_main_a DEBUG compiler CodeInstruction.compile 0x88059F8 - sw $a1, 20148($s0)
9458 user_main_a DEBUG compiler CodeInstruction.compile 0x88059FC - subu $v0, $a2, $v0
9459 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A00 - mflo $a0
9459 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A04 - addu $a0, $a0, $v1
9459 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A08 - sw $a0, 20132($a3)
9459 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A0C - lw $ra, 4($sp)
9459 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A10 - lw $s0, 0($sp)
9459 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A14 - jr $ra
9460 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A18 - addiu $sp, $sp, 8
9460 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805A1C - jal 0x088063D8
9460 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A20 - nop
9460 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A24 - addiu $a0, $zr, 12 <=> li $a0, 12
9460 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A28 - jal 0x08806414
9461 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A2C - addu $a1, $zr, $zr <=> li $a1, 0
9461 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A30 - j 0x088059D8
9461 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A34 - lui $a3, 0x0891 <=> li $a3, 0x08910000
9461 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805A38 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9462 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A3C - lw $v1, 20152($v0)
9462 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A40 - addiu $a0, $zr, 14 <=> li $a0, 14
9462 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A44 - beq $v1, $a2, 0x08805A60
9462 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A48 - lui $a1, 0x0012 <=> li $a1, 0x00120000
9462 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A4C - addiu $a0, $zr, 11 <=> li $a0, 11
9463 GUI DEBUG ge Wait for sync while stall reached
9463 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A50 - jal 0x088063D8
9463 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9463 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A54 - addu $a1, $zr, $zr <=> li $a1, 0
9463 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A58 - j 0x088059D8
9463 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A5C - lui $a3, 0x0891 <=> li $a3, 0x08910000
9464 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805A60 - jal 0x088063D8
9464 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A64 - nop
9464 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A68 - addiu $a0, $zr, 12 <=> li $a0, 12
9464 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A6C - jal 0x088063D8
9464 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A70 - addu $a1, $zr, $zr <=> li $a1, 0
9465 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A74 - addu $a0, $zr, $zr <=> li $a0, 0
9465 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A78 - jal 0x08806414
9465 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A7C - addu $a1, $zr, $zr <=> li $a1, 0
9465 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805A80 - j 0x088059D8
9465 user_main_a DEBUG compiler CodeInstruction.compile 0x8805A84 - lui $a3, 0x0891 <=> li $a3, 0x08910000
9466 user_main_a DEBUG compiler Compiling _S1_2_8806414
9466 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806414 - addiu $sp, $sp, -8
9467 user_main_a DEBUG compiler CodeInstruction.compile 0x8806418 - sw $ra, 0($sp)
9467 user_main_a DEBUG compiler CodeInstruction.compile < 0x880641C - jal 0x088063D8
9467 user_main_a DEBUG compiler CodeInstruction.compile 0x8806420 - nop
9467 user_main_a DEBUG compiler CodeInstruction.compile 0x8806424 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9467 user_main_a DEBUG compiler CodeInstruction.compile 0x8806428 - lw $v1, 20128($v0)
9468 user_main_a DEBUG compiler CodeInstruction.compile < 0x880642C - bne $v1, $zr, 0x08806440
9468 user_main_a DEBUG compiler CodeInstruction.compile 0x8806430 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9468 user_main_a DEBUG compiler CodeInstruction.compile 0x8806434 - lw $v1, 20148($v0)
9468 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806438 - beq $v1, $zr, 0x0880644C
9468 user_main_a DEBUG compiler CodeInstruction.compile 0x880643C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9469 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806440 - lw $ra, 0($sp)
9469 user_main_a DEBUG compiler CodeInstruction.compile 0x8806444 - jr $ra
9469 user_main_a DEBUG compiler CodeInstruction.compile 0x8806448 - addiu $sp, $sp, 8
9469 user_main_a DEBUG compiler CodeInstruction.compile > 0x880644C - lw $a2, 20132($v0)
9469 user_main_a DEBUG compiler CodeInstruction.compile 0x8806450 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9470 user_main_a DEBUG compiler CodeInstruction.compile 0x8806454 - lw $a0, 20136($v1)
9470 user_main_a DEBUG compiler CodeInstruction.compile 0x8806458 - lw $a1, 4($a2)
9470 user_main_a DEBUG compiler CodeInstruction.compile 0x880645C - lw $ra, 0($sp)
9470 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806460 - j 0x08809EA0 [sceGeListUpdateStallAddr]
9470 user_main_a DEBUG compiler CodeInstruction.compile 0x8806464 - addiu $sp, $sp, 8
9471 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EA0 - jr $ra
9471 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EA4 - syscall 0x045A6 [sceGeListUpdateStallAddr]
9472 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D8FC)
9472 GUI DEBUG ge DTH0: -4 0 -3 1
9472 GUI DEBUG ge DTH1: 2 -2 3 -1
9472 user_main_a DEBUG compiler Compiling _S1_2_88060D0
9472 GUI DEBUG ge DTH2: -3 1 -4 0
9473 user_main_a DEBUG compiler CodeInstruction.compile > 0x88060D0 - addu $v1, $a0, $zr <=> move $v1, $a0
9473 GUI DEBUG ge DTH3: 3 -1 2 -2
9473 user_main_a DEBUG compiler CodeInstruction.compile 0x88060D4 - addiu $v0, $zr, 3 <=> li $v0, 3
9473 GUI DEBUG ge psub patch_div_s=16, patch_div_t=16
9473 user_main_a DEBUG compiler CodeInstruction.compile < 0x88060D8 - beq $v1, $v0, 0x08806108
9473 GUI DEBUG ge sceGuColorMaterial 7
9474 user_main_a DEBUG compiler CodeInstruction.compile 0x88060DC - addu $a0, $a1, $zr <=> move $a0, $a1
9474 GUI DEBUG ge material shininess 1.0
9474 user_main_a DEBUG compiler CodeInstruction.compile 0x88060E0 - addiu $v0, $zr, 4 <=> li $v0, 4
9474 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
9474 user_main_a DEBUG compiler CodeInstruction.compile < 0x88060E4 - beq $v1, $v0, 0x088060FC
9474 GUI DEBUG ge psm=3(PSM_8888)
9475 user_main_a DEBUG compiler CodeInstruction.compile 0x88060E8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9475 GUI DEBUG ge fbp fbp=0, fbw=0
9475 user_main_a DEBUG compiler CodeInstruction.compile < 0x88060EC - beq $v1, $zr, 0x08806100
9475 GUI DEBUG ge fbw fbp=0, fbw=512
9475 user_main_a DEBUG compiler CodeInstruction.compile 0x88060F0 - addu $v0, $zr, $zr <=> li $v0, 0
9476 GUI DEBUG ge zbp=88000, zbw=0
9476 user_main_a DEBUG compiler CodeInstruction.compile 0x88060F4 - jr $ra
9476 GUI DEBUG ge zbp=88000, zbw=512
9476 user_main_a DEBUG compiler CodeInstruction.compile 0x88060F8 - nop
9476 GUI DEBUG ge drawRegion(0,0,480,272)
9476 user_main_a DEBUG compiler CodeInstruction.compile > 0x88060FC - lw $a0, 20140($v0)
9477 GUI DEBUG ge zbp=110000, zbw=512
9477 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8806100 - j 0x08809EB0 [sceGeDrawSync]
9477 GUI DEBUG ge zbw 0x000200 redundant pure state cmd ignored
9477 user_main_a DEBUG compiler CodeInstruction.compile 0x8806104 - nop
9477 GUI DEBUG ge sceGuOffset(x=1808,y=1912)
9478 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806108 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9478 GUI DEBUG ge sceGuViewport(cx=0, cy=0, w=240, h=-136)
9478 user_main_a DEBUG compiler CodeInstruction.compile < 0x880610C - j 0x08809EB0 [sceGeDrawSync]
9478 GUI DEBUG ge sceGuViewport(cx=2048, cy=2048, w=240, h=-136)
9478 user_main_a DEBUG compiler CodeInstruction.compile 0x8806110 - lw $a0, 20136($v0)
9478 GUI DEBUG ge zscale -32768.0
9479 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EB0 - jr $ra
9479 GUI DEBUG ge zpos 32767.0
9479 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EB4 - syscall 0x045A8 [sceGeDrawSync]
9479 GUI DEBUG ge sceGuDepthRange(0.0, 1.0)
9480 GUI DEBUG ge sceGuScissor(0,0,480,272)
9480 GUI DEBUG ge sceGuDepthFunc(7)
9480 GUI DEBUG ge sceGuEnable(GU_DEPTH_TEST)
9480 GUI DEBUG ge fface clockwise
9480 GUI DEBUG ge sceGuShadeModel(smooth)
9481 GUI DEBUG ge sceGuEnable(GU_CULL_FACE)
9481 GUI DEBUG ge sceGuEnable(GU_TEXTURE_2D)
9481 GUI DEBUG ge sceGuEnable(GU_CLIP_PLANES)
9481 GUI DEBUG ge finish (0)
9481 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1, behavior=1, signalId=0x0
9481 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
9481 GUI DEBUG ge end pc=0x880d8fc
9482 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
9482 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
9482 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D8FC, stall=0x0880D8FC, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9483 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9483 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D8FC, stall=0x0880D8FC, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9483 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
9484 user_main_a DEBUG runtime Switching from Thread user_main to idle1
9484 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9484 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9484 user_main_a DEBUG runtime Start of Callback 0x08806468
9485 user_main_a DEBUG runtime End of Callback 0x08806468
9485 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1, status=PSP_GE_LIST_END_REACHED, pc=0x0880D8FC, stall=0x0880D8FC, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9485 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9485 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1, status=PSP_GE_LIST_DONE, pc=0x0880D8FC, stall=0x0880D8FC, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9485 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
9485 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9486 idle1_6 DEBUG compiler Compiling _S1_2_8000000
9486 user_main_a DEBUG runtime Waiting to be scheduled...
9486 idle1_6 DEBUG compiler CodeInstruction.compile > 0x8000000 - addiu $a0, $zr, 0 <=> li $a0, 0
9486 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9486 idle1_6 DEBUG compiler CodeInstruction.compile 0x8000004 - lui $ra, 0x0800 <=> li $ra, 0x08000000
9487 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
9487 idle1_6 DEBUG compiler CodeInstruction.compile 0x8000008 - jr $ra
9487 idle1_6 DEBUG compiler CodeInstruction.compile 0x800000C - syscall 0x0446E [sceKernelDelayThread]
9487 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9488 idle1_6 DEBUG hle.ThreadManForUser hleKernelDelayThread micros=200, callbacks=false
9488 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9488 idle1_6 DEBUG runtime Switching from Thread idle1 to idle0
9488 idle1_6 DEBUG runtime Starting Idle State...
9489 idle1_6 DEBUG runtime syncEmulator immediately=true
9489 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
9489 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9489 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9489 idle1_6 DEBUG runtime Switching to Thread idle0
9490 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9490 idle1_6 DEBUG runtime Switching to Thread user_main
9490 idle1_6 DEBUG runtime Ending Idle State
9490 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
9490 idle1_6 DEBUG runtime Waiting to be scheduled...
9490 user_main_a DEBUG runtime Scheduled, restarting...
9491 user_main_a DEBUG runtime syncEmulator immediately=false
9491 user_main_a DEBUG compiler Compiling _S1_2_8809E88
9492 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E88 - jr $ra
9492 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E8C - syscall 0x04597 [sceDisplayWaitVblankStart]
9492 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
9493 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9493 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9493 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9493 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9494 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
9494 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9494 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9494 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9494 user_main_a DEBUG runtime Switching to Thread idle0
9495 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9495 user_main_a DEBUG runtime Switching to Thread user_main
9495 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9495 user_main_a DEBUG runtime syncEmulator immediately=false
9496 user_main_a DEBUG compiler Compiling _S1_2_88053EC
9496 user_main_a DEBUG compiler CodeInstruction.compile > 0x88053EC - addiu $sp, $sp, -8
9496 user_main_a DEBUG compiler CodeInstruction.compile 0x88053F0 - lui $t0, 0x0891 <=> li $t0, 0x08910000
9496 user_main_a DEBUG compiler CodeInstruction.compile 0x88053F4 - sw $s0, 0($sp)
9496 user_main_a DEBUG compiler CodeInstruction.compile 0x88053F8 - sw $ra, 4($sp)
9497 user_main_a DEBUG compiler CodeInstruction.compile 0x88053FC - addiu $t1, $t0, 19680
9497 user_main_a DEBUG compiler CodeInstruction.compile 0x8805400 - addiu $a3, $zr, 1 <=> li $a3, 1
9497 user_main_a DEBUG compiler CodeInstruction.compile 0x8805404 - addu $s0, $a0, $zr <=> move $s0, $a0
9497 user_main_a DEBUG compiler CodeInstruction.compile 0x8805408 - addu $a1, $zr, $zr <=> li $a1, 0
9497 user_main_a DEBUG compiler CodeInstruction.compile < 0x880540C - beq $a0, $zr, 0x0880544C
9498 user_main_a DEBUG compiler CodeInstruction.compile 0x8805410 - addu $a2, $zr, $zr <=> li $a2, 0
9498 user_main_a DEBUG compiler CodeInstruction.compile 0x8805414 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9498 user_main_a DEBUG compiler CodeInstruction.compile 0x8805418 - lw $v1, 19712($v0)
9498 user_main_a DEBUG compiler CodeInstruction.compile 0x880541C - lw $a0, 12($t1)
9499 user_main_a DEBUG compiler CodeInstruction.compile 0x8805420 - lw $a1, 4($t1)
9499 user_main_a DEBUG compiler CodeInstruction.compile 0x8805424 - lw $a2, 19680($t0)
9499 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805428 - jal 0x08809E80 [sceDisplaySetFrameBuf]
9499 user_main_a DEBUG compiler CodeInstruction.compile 0x880542C - addu $a0, $a0, $v1
9499 user_main_a DEBUG compiler CodeInstruction.compile 0x8805430 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9500 user_main_a DEBUG compiler CodeInstruction.compile 0x8805434 - sw $s0, 19844($v1)
9500 user_main_a DEBUG compiler CodeInstruction.compile 0x8805438 - addu $v0, $s0, $zr <=> move $v0, $s0
9500 user_main_a DEBUG compiler CodeInstruction.compile 0x880543C - lw $ra, 4($sp)
9500 user_main_a DEBUG compiler CodeInstruction.compile 0x8805440 - lw $s0, 0($sp)
9500 user_main_a DEBUG compiler CodeInstruction.compile 0x8805444 - jr $ra
9501 user_main_a DEBUG compiler CodeInstruction.compile 0x8805448 - addiu $sp, $sp, 8
9501 user_main_a DEBUG compiler CodeInstruction.compile <> 0x880544C - jal 0x08809E80 [sceDisplaySetFrameBuf]
9501 user_main_a DEBUG compiler CodeInstruction.compile 0x8805450 - addiu $a3, $zr, 1 <=> li $a3, 1
9502 user_main_a DEBUG compiler CodeInstruction.compile 0x8805454 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9502 user_main_a DEBUG compiler CodeInstruction.compile 0x8805458 - sw $s0, 19844($v1)
9502 user_main_a DEBUG compiler CodeInstruction.compile 0x880545C - addu $v0, $s0, $zr <=> move $v0, $s0
9502 user_main_a DEBUG compiler CodeInstruction.compile 0x8805460 - lw $ra, 4($sp)
9502 user_main_a DEBUG compiler CodeInstruction.compile 0x8805464 - lw $s0, 0($sp)
9503 user_main_a DEBUG compiler CodeInstruction.compile 0x8805468 - jr $ra
9503 user_main_a DEBUG compiler CodeInstruction.compile 0x880546C - addiu $sp, $sp, 8
9503 user_main_a DEBUG compiler Compiling _S1_2_8809E80
9504 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809E80 - jr $ra
9504 user_main_a DEBUG compiler CodeInstruction.compile 0x8809E84 - syscall 0x0458F [sceDisplaySetFrameBuf]
9505 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=1)
9505 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9505 user_main_a DEBUG runtime syncEmulator immediately=false
9505 user_main_a DEBUG compiler Compiling _S1_2_88046BC
9505 user_main_a DEBUG compiler CodeInstruction.compile > 0x88046BC - lui $v1, 0x0891 <=> li $v1, 0x08910000
9506 user_main_a DEBUG compiler CodeInstruction.compile 0x88046C0 - lw $v0, -10144($v1)
9506 user_main_a DEBUG compiler CodeInstruction.compile 0x88046C4 - jr $ra
9506 user_main_a DEBUG compiler CodeInstruction.compile 0x88046C8 - sltiu $v0, $v0, 1
9506 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
9507 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2
9507 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9507 user_main_a DEBUG runtime syncEmulator immediately=false
9507 user_main_a DEBUG compiler Compiling _S1_2_8805118
9508 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805118 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9508 user_main_a DEBUG compiler CodeInstruction.compile 0x880511C - lw $v1, 20148($v0)
9508 user_main_a DEBUG compiler CodeInstruction.compile 0x8805120 - addiu $a1, $zr, 92 <=> li $a1, 92
9508 user_main_a DEBUG compiler CodeInstruction.compile 0x8805124 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9508 user_main_a DEBUG compiler CodeInstruction.compile 0x8805128 - mult $v1, $a1
9509 user_main_a DEBUG compiler CodeInstruction.compile 0x880512C - addiu $v0, $v0, 19848
9509 user_main_a DEBUG compiler CodeInstruction.compile 0x8805130 - mflo $v1
9509 user_main_a DEBUG compiler CodeInstruction.compile 0x8805134 - addu $v1, $v1, $v0
9509 user_main_a DEBUG compiler CodeInstruction.compile 0x8805138 - jr $ra
9509 user_main_a DEBUG compiler CodeInstruction.compile 0x880513C - sw $a0, 76($v1)
9510 user_main_a DEBUG compiler Compiling _S1_2_8805140
9510 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9511 GUI DEBUG ge executeList PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D860, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9511 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9510 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805140 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9511 user_main_a DEBUG compiler CodeInstruction.compile 0x8805144 - lw $v1, 20148($v0)
9511 user_main_a DEBUG compiler CodeInstruction.compile 0x8805148 - addiu $a1, $zr, 92 <=> li $a1, 92
9512 user_main_a DEBUG compiler CodeInstruction.compile 0x880514C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9512 user_main_a DEBUG compiler CodeInstruction.compile 0x8805150 - mult $v1, $a1
9512 user_main_a DEBUG compiler CodeInstruction.compile 0x8805154 - addiu $v0, $v0, 19848
9512 user_main_a DEBUG compiler CodeInstruction.compile 0x8805158 - mflo $v1
9512 user_main_a DEBUG compiler CodeInstruction.compile 0x880515C - addu $v1, $v1, $v0
9513 user_main_a DEBUG compiler CodeInstruction.compile 0x8805160 - jr $ra
9513 user_main_a DEBUG compiler CodeInstruction.compile 0x8805164 - sw $a0, 84($v1)
9513 user_main_a DEBUG compiler Compiling _S1_2_8804F28
9514 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804F28 - addiu $sp, $sp, -24
9514 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F2C - sw $s4, 16($sp)
9532 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F30 - sw $s3, 12($sp)
9532 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F34 - sw $s2, 8($sp)
9532 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F38 - sw $ra, 20($sp)
9532 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F3C - sw $s1, 4($sp)
9532 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F40 - sw $s0, 0($sp)
9533 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F44 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9530 GUI DEBUG ge Wait for sync while stall reached
9533 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F48 - lw $a1, 20148($v0)
9533 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9533 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F4C - addiu $v0, $zr, 92 <=> li $v0, 92
9533 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F50 - lui $s3, 0x0891 <=> li $s3, 0x08910000
9533 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F54 - mult $a1, $v0
9534 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F58 - lw $a2, 19680($s3)
9534 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F5C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9534 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F60 - addiu $v0, $v0, 19848
9534 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F64 - addiu $v1, $zr, 1 <=> li $v1, 1
9534 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F68 - addu $s4, $a0, $zr <=> move $s4, $a0
9534 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F6C - mflo $a1
9534 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804F70 - beq $a2, $v1, 0x088050A0
9534 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F74 - addu $s2, $a1, $v0
9535 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F78 - slti $v0, $a2, 2
9535 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804F7C - bne $v0, $zr, 0x088050FC
9535 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F80 - addiu $v0, $zr, 2 <=> li $v0, 2
9535 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804F84 - beq $a2, $v0, 0x088050C0
9535 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F88 - addiu $v0, $zr, 3 <=> li $v0, 3
9535 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804F8C - beql $a2, $v0, 0x088050E0
9535 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F90 - lw $a0, 76($s2)
9536 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804F94 - addu $s1, $zr, $zr <=> li $s1, 0
9536 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804F98 - andi $v0, $s4, 16
9536 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804F9C - bne $v0, $zr, 0x08805040
9536 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FA0 - nop
9536 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804FA4 - jal 0x08805AA4
9536 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FA8 - addiu $a0, $zr, 24 <=> li $a0, 24
9536 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FAC - addu $s0, $v0, $zr <=> move $s0, $v0
9536 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FB0 - addiu $v0, $s3, 19680
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FB4 - lhu $a1, 84($s2)
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FB8 - lw $a2, 28($v0)
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FBC - lw $a0, 24($v0)
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FC0 - addiu $v1, $s0, 12
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FC4 - sh $zr, 4($s0)
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FC8 - sh $zr, 6($s0)
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FCC - sh $a1, 8($s0)
9537 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FD0 - addiu $s2, $zr, 2 <=> li $s2, 2
9538 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FD4 - sw $s1, 12($s0)
9538 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FD8 - sh $a0, 4($v1)
9538 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FDC - sh $a2, 6($v1)
9538 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FE0 - sh $a1, 8($v1)
9538 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FE4 - sw $zr, 0($s0)
9538 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804FE8 - andi $a1, $s4, 7
9538 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FEC - sll $a1, $a1, 0x0008
9538 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FF0 - ori $a1, $a1, 1
9539 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804FF4 - jal 0x088063D8
9539 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FF8 - addiu $a0, $zr, 211 <=> li $a0, 211
9539 user_main_a DEBUG compiler CodeInstruction.compile 0x8804FFC - lui $a1, 0x0080 <=> li $a1, 0x00800000
9539 user_main_a DEBUG compiler CodeInstruction.compile 0x8805000 - ori $a1, $a1, 284
9539 user_main_a DEBUG compiler CodeInstruction.compile 0x8805004 - addu $a2, $s2, $zr <=> move $a2, $s2
9539 user_main_a DEBUG compiler CodeInstruction.compile 0x8805008 - addu $t0, $s0, $zr <=> move $t0, $s0
9539 user_main_a DEBUG compiler CodeInstruction.compile 0x880500C - addiu $a0, $zr, 6 <=> li $a0, 6
9540 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805010 - jal 0x08805470
9540 user_main_a DEBUG compiler CodeInstruction.compile 0x8805014 - addu $a3, $zr, $zr <=> li $a3, 0
9540 user_main_a DEBUG compiler CodeInstruction.compile 0x8805018 - lw $ra, 20($sp)
9540 user_main_a DEBUG compiler CodeInstruction.compile 0x880501C - lw $s4, 16($sp)
9540 user_main_a DEBUG compiler CodeInstruction.compile 0x8805020 - lw $s3, 12($sp)
9540 user_main_a DEBUG compiler CodeInstruction.compile 0x8805024 - lw $s2, 8($sp)
9540 user_main_a DEBUG compiler CodeInstruction.compile 0x8805028 - lw $s1, 4($sp)
9540 user_main_a DEBUG compiler CodeInstruction.compile 0x880502C - lw $s0, 0($sp)
9541 user_main_a DEBUG compiler CodeInstruction.compile 0x8805030 - addiu $a0, $zr, 211 <=> li $a0, 211
9541 user_main_a DEBUG compiler CodeInstruction.compile 0x8805034 - addu $a1, $zr, $zr <=> li $a1, 0
9541 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805038 - j 0x088063D8
9541 user_main_a DEBUG compiler CodeInstruction.compile 0x880503C - addiu $sp, $sp, 24
9541 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805040 - jal 0x08805AA4
9541 user_main_a DEBUG compiler CodeInstruction.compile 0x8805044 - addiu $a0, $zr, 192 <=> li $a0, 192
9541 user_main_a DEBUG compiler CodeInstruction.compile 0x8805048 - addu $s0, $v0, $zr <=> move $s0, $v0
9541 user_main_a DEBUG compiler CodeInstruction.compile 0x880504C - addiu $v0, $s3, 19680
9542 user_main_a DEBUG compiler CodeInstruction.compile 0x8805050 - lw $t0, 28($v0)
9542 user_main_a DEBUG compiler CodeInstruction.compile 0x8805054 - lhu $a1, 84($s2)
9542 user_main_a DEBUG compiler CodeInstruction.compile 0x8805058 - addu $a2, $s0, $zr <=> move $a2, $s0
9542 user_main_a DEBUG compiler CodeInstruction.compile 0x880505C - addu $a3, $zr, $zr <=> li $a3, 0
9542 user_main_a DEBUG compiler CodeInstruction.compile 0x8805060 - addiu $t1, $zr, 16 <=> li $t1, 16
9542 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805064 - andi $v0, $a3, 1
9542 user_main_a DEBUG compiler CodeInstruction.compile 0x8805068 - mult $v0, $t0
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x880506C - srl $v1, $a3, 0x0001
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x8805070 - addu $v1, $v1, $v0
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x8805074 - sll $v1, $v1, 0x0006
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x8805078 - addiu $a3, $a3, 1
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x880507C - sh $v1, 4($a2)
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x8805080 - sw $s1, 0($a2)
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x8805084 - sh $a1, 8($a2)
9543 user_main_a DEBUG compiler CodeInstruction.compile 0x8805088 - mflo $a0
9544 GUI DEBUG ge Wait for sync while stall reached
9544 user_main_a DEBUG compiler CodeInstruction.compile 0x880508C - sh $a0, 6($a2)
9544 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9544 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805090 - bne $a3, $t1, 0x08805064
9544 user_main_a DEBUG compiler CodeInstruction.compile 0x8805094 - addiu $a2, $a2, 12
9544 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805098 - j 0x08804FE8
9544 user_main_a DEBUG compiler CodeInstruction.compile 0x880509C - addiu $s2, $zr, 16 <=> li $s2, 16
9545 user_main_a DEBUG compiler CodeInstruction.compile > 0x88050A0 - lw $a0, 76($s2)
9545 user_main_a DEBUG compiler CodeInstruction.compile 0x88050A4 - lw $v1, 80($s2)
9545 user_main_a DEBUG compiler CodeInstruction.compile 0x88050A8 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9545 user_main_a DEBUG compiler CodeInstruction.compile 0x88050AC - ori $v0, $v0, -1
9545 user_main_a DEBUG compiler CodeInstruction.compile 0x88050B0 - and $a0, $a0, $v0
9545 user_main_a DEBUG compiler CodeInstruction.compile 0x88050B4 - sll $v1, $v1, 0x001F
9545 user_main_a DEBUG compiler CodeInstruction.compile < 0x88050B8 - j 0x08804F98
9545 user_main_a DEBUG compiler CodeInstruction.compile 0x88050BC - or $s1, $a0, $v1
9546 user_main_a DEBUG compiler CodeInstruction.compile > 0x88050C0 - lw $a0, 76($s2)
9546 user_main_a DEBUG compiler CodeInstruction.compile 0x88050C4 - lw $v1, 80($s2)
9546 user_main_a DEBUG compiler CodeInstruction.compile 0x88050C8 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9546 user_main_a DEBUG compiler CodeInstruction.compile 0x88050CC - ori $v0, $v0, -1
9546 user_main_a DEBUG compiler CodeInstruction.compile 0x88050D0 - and $a0, $a0, $v0
9546 user_main_a DEBUG compiler CodeInstruction.compile 0x88050D4 - sll $v1, $v1, 0x001C
9546 user_main_a DEBUG compiler CodeInstruction.compile < 0x88050D8 - j 0x08804F98
9546 user_main_a DEBUG compiler CodeInstruction.compile 0x88050DC - or $s1, $a0, $v1
9547 user_main_a DEBUG compiler CodeInstruction.compile > 0x88050E0 - lw $v1, 80($s2)
9547 user_main_a DEBUG compiler CodeInstruction.compile 0x88050E4 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9547 user_main_a DEBUG compiler CodeInstruction.compile 0x88050E8 - ori $v0, $v0, -1
9547 user_main_a DEBUG compiler CodeInstruction.compile 0x88050EC - and $a0, $a0, $v0
9547 user_main_a DEBUG compiler CodeInstruction.compile 0x88050F0 - sll $v1, $v1, 0x0018
9547 user_main_a DEBUG compiler CodeInstruction.compile < 0x88050F4 - j 0x08804F98
9547 user_main_a DEBUG compiler CodeInstruction.compile 0x88050F8 - or $s1, $a0, $v1
9547 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88050FC - bnel $a2, $zr, 0x08804F98
9548 user_main_a DEBUG compiler CodeInstruction.compile 0x8805100 - addu $s1, $zr, $zr <=> li $s1, 0
9548 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805104 - lw $v1, 76($s2)
9548 user_main_a DEBUG compiler CodeInstruction.compile 0x8805108 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9548 user_main_a DEBUG compiler CodeInstruction.compile 0x880510C - ori $v0, $v0, -1
9548 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805110 - j 0x08804F98
9548 user_main_a DEBUG compiler CodeInstruction.compile 0x8805114 - and $s1, $v1, $v0
9548 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9549 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9550 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9550 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9550 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9551 user_main_a DEBUG compiler Compiling _S1_2_8805AA4
9551 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805AA4 - addiu $sp, $sp, -8
9551 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AA8 - sw $s0, 0($sp)
9551 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AAC - sw $ra, 4($sp)
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AB0 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AB4 - lw $t0, 20132($v0)
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AB8 - addiu $a0, $a0, 3
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805ABC - addiu $v0, $zr, -4 <=> li $v0, -4
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AC0 - lw $a3, 4($t0)
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AC4 - and $a0, $a0, $v0
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AC8 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9552 user_main_a DEBUG compiler CodeInstruction.compile 0x8805ACC - addiu $s0, $a3, 8
9553 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AD0 - addu $a0, $a0, $s0
9553 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AD4 - lui $v1, 0x000F <=> li $v1, 0x000F0000
9553 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AD8 - srl $a2, $a0, 0x0008
9553 user_main_a DEBUG compiler CodeInstruction.compile 0x8805ADC - ori $v0, $v0, -1
9553 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AE0 - and $a2, $a2, $v1
9553 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AE4 - lui $a1, 0x0800 <=> li $a1, 0x08000000
9553 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AE8 - lui $v1, 0x1000 <=> li $v1, 0x10000000
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AEC - and $v0, $a0, $v0
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AF0 - or $v0, $v0, $a1
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AF4 - or $a2, $a2, $v1
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AF8 - sw $v0, 4($a3)
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805AFC - sw $a2, 0($a3)
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B00 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B04 - lw $v1, 20148($v0)
9554 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B08 - addu $a1, $a0, $zr <=> move $a1, $a0
9555 GUI DEBUG ge Wait for sync while stall reached
9555 GUI DEBUG ge Stall address 0x0880D860 reached, waiting for Sync
9555 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805B0C - bne $v1, $zr, 0x08805B20
9555 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B10 - sw $a0, 4($t0)
9555 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B14 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9555 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805B18 - jal 0x08809EA0 [sceGeListUpdateStallAddr]
9555 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B1C - lw $a0, 20136($v0)
9556 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805B20 - addu $v0, $s0, $zr <=> move $v0, $s0
9556 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B24 - lw $ra, 4($sp)
9556 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B28 - lw $s0, 0($sp)
9556 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B2C - jr $ra
9556 user_main_a DEBUG compiler CodeInstruction.compile 0x8805B30 - addiu $sp, $sp, 8
9557 user_main_a DEBUG compiler Compiling _S1_2_8809EA0
9557 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EA0 - jr $ra
9557 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EA4 - syscall 0x045A6 [sceGeListUpdateStallAddr]
9557 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D888)
9558 GUI DEBUG ge fbp fbp=4000000, fbw=512
9558 GUI DEBUG ge fbw fbp=0, fbw=512
9558 user_main_a DEBUG compiler Compiling _S1_2_8805470
9558 GUI DEBUG ge base 08000000
9558 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805470 - addiu $sp, $sp, -24
9558 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
9558 user_main_a DEBUG compiler CodeInstruction.compile 0x8805474 - sw $s3, 12($sp)
9558 GUI DEBUG ge Stall address 0x0880D888 reached, waiting for Sync
9558 user_main_a DEBUG compiler CodeInstruction.compile 0x8805478 - sw $s2, 8($sp)
9559 user_main_a DEBUG compiler CodeInstruction.compile 0x880547C - sw $s1, 4($sp)
9559 user_main_a DEBUG compiler CodeInstruction.compile 0x8805480 - sw $s0, 0($sp)
9559 user_main_a DEBUG compiler CodeInstruction.compile 0x8805484 - addu $s2, $a0, $zr <=> move $s2, $a0
9559 user_main_a DEBUG compiler CodeInstruction.compile 0x8805488 - sw $ra, 16($sp)
9559 user_main_a DEBUG compiler CodeInstruction.compile 0x880548C - addu $s0, $a3, $zr <=> move $s0, $a3
9559 user_main_a DEBUG compiler CodeInstruction.compile 0x8805490 - addu $s1, $t0, $zr <=> move $s1, $t0
9559 user_main_a DEBUG compiler CodeInstruction.compile 0x8805494 - addu $s3, $a2, $zr <=> move $s3, $a2
9560 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805498 - bne $a1, $zr, 0x08805520
9560 user_main_a DEBUG compiler CodeInstruction.compile 0x880549C - addiu $a0, $zr, 18 <=> li $a0, 18
9560 user_main_a DEBUG compiler CodeInstruction.compile 0x88054A0 - srl $v0, $s0, 0x0008
9560 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88054A4 - beq $s0, $zr, 0x088054CC
9560 user_main_a DEBUG compiler CodeInstruction.compile 0x88054A8 - addiu $a0, $zr, 16 <=> li $a0, 16
9560 user_main_a DEBUG compiler CodeInstruction.compile 0x88054AC - lui $a1, 0x000F <=> li $a1, 0x000F0000
9560 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054B0 - jal 0x088063D8
9561 user_main_a DEBUG compiler CodeInstruction.compile 0x88054B4 - and $a1, $v0, $a1
9561 user_main_a DEBUG compiler CodeInstruction.compile 0x88054B8 - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9561 user_main_a DEBUG compiler CodeInstruction.compile 0x88054BC - ori $a1, $a1, -1
9561 user_main_a DEBUG compiler CodeInstruction.compile 0x88054C0 - and $a1, $s0, $a1
9561 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054C4 - jal 0x088063D8
9561 user_main_a DEBUG compiler CodeInstruction.compile 0x88054C8 - addiu $a0, $zr, 2 <=> li $a0, 2
9562 user_main_a DEBUG compiler CodeInstruction.compile > 0x88054CC - srl $v0, $s1, 0x0008
9562 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054D0 - beq $s1, $zr, 0x088054F8
9562 user_main_a DEBUG compiler CodeInstruction.compile 0x88054D4 - addiu $a0, $zr, 16 <=> li $a0, 16
9562 user_main_a DEBUG compiler CodeInstruction.compile 0x88054D8 - lui $a1, 0x000F <=> li $a1, 0x000F0000
9562 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054DC - jal 0x088063D8
9562 user_main_a DEBUG compiler CodeInstruction.compile 0x88054E0 - and $a1, $v0, $a1
9562 user_main_a DEBUG compiler CodeInstruction.compile 0x88054E4 - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9563 user_main_a DEBUG compiler CodeInstruction.compile 0x88054E8 - ori $a1, $a1, -1
9563 user_main_a DEBUG compiler CodeInstruction.compile 0x88054EC - and $a1, $s1, $a1
9563 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054F0 - jal 0x088063D8
9563 user_main_a DEBUG compiler CodeInstruction.compile 0x88054F4 - addiu $a0, $zr, 1 <=> li $a0, 1
9563 user_main_a DEBUG compiler CodeInstruction.compile > 0x88054F8 - sll $a1, $s2, 0x0010
9563 user_main_a DEBUG compiler CodeInstruction.compile 0x88054FC - or $a1, $a1, $s3
9563 user_main_a DEBUG compiler CodeInstruction.compile 0x8805500 - lw $ra, 16($sp)
9563 user_main_a DEBUG compiler CodeInstruction.compile 0x8805504 - lw $s3, 12($sp)
9564 user_main_a DEBUG compiler CodeInstruction.compile 0x8805508 - lw $s2, 8($sp)
9564 user_main_a DEBUG compiler CodeInstruction.compile 0x880550C - lw $s1, 4($sp)
9564 user_main_a DEBUG compiler CodeInstruction.compile 0x8805510 - lw $s0, 0($sp)
9564 user_main_a DEBUG compiler CodeInstruction.compile 0x8805514 - addiu $a0, $zr, 4 <=> li $a0, 4
9564 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805518 - j 0x08806414
9564 user_main_a DEBUG compiler CodeInstruction.compile 0x880551C - addiu $sp, $sp, 24
9564 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805520 - jal 0x088063D8
9565 user_main_a DEBUG compiler CodeInstruction.compile 0x8805524 - nop
9565 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805528 - j 0x088054A4
9565 user_main_a DEBUG compiler CodeInstruction.compile 0x880552C - srl $v0, $s0, 0x0008
9565 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806414 - addiu $sp, $sp, -8
9565 user_main_a DEBUG compiler CodeInstruction.compile 0x8806418 - sw $ra, 0($sp)
9565 user_main_a DEBUG compiler CodeInstruction.compile < 0x880641C - jal 0x088063D8
9565 user_main_a DEBUG compiler CodeInstruction.compile 0x8806420 - nop
9566 user_main_a DEBUG compiler CodeInstruction.compile 0x8806424 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9566 user_main_a DEBUG compiler CodeInstruction.compile 0x8806428 - lw $v1, 20128($v0)
9566 user_main_a DEBUG compiler CodeInstruction.compile < 0x880642C - bne $v1, $zr, 0x08806440
9566 user_main_a DEBUG compiler CodeInstruction.compile 0x8806430 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9566 user_main_a DEBUG compiler CodeInstruction.compile 0x8806434 - lw $v1, 20148($v0)
9566 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806438 - beq $v1, $zr, 0x0880644C
9566 user_main_a DEBUG compiler CodeInstruction.compile 0x880643C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9567 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806440 - lw $ra, 0($sp)
9567 user_main_a DEBUG compiler CodeInstruction.compile 0x8806444 - jr $ra
9567 user_main_a DEBUG compiler CodeInstruction.compile 0x8806448 - addiu $sp, $sp, 8
9567 user_main_a DEBUG compiler CodeInstruction.compile > 0x880644C - lw $a2, 20132($v0)
9567 user_main_a DEBUG compiler CodeInstruction.compile 0x8806450 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9567 user_main_a DEBUG compiler CodeInstruction.compile 0x8806454 - lw $a0, 20136($v1)
9567 user_main_a DEBUG compiler CodeInstruction.compile 0x8806458 - lw $a1, 4($a2)
9568 user_main_a DEBUG compiler CodeInstruction.compile 0x880645C - lw $ra, 0($sp)
9568 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806460 - j 0x08809EA0 [sceGeListUpdateStallAddr]
9568 user_main_a DEBUG compiler CodeInstruction.compile 0x8806464 - addiu $sp, $sp, 8
9568 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EA0 - jr $ra
9568 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EA4 - syscall 0x045A6 [sceGeListUpdateStallAddr]
9569 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D89C)
9569 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
9569 user_main_a DEBUG compiler Compiling _S1_2_8804894
9569 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
9570 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804894 - lui $t3, 0x0891 <=> li $t3, 0x08910000
9570 user_main_a DEBUG compiler CodeInstruction.compile 0x8804898 - lw $a2, -10136($t3)
9570 user_main_a DEBUG compiler CodeInstruction.compile 0x880489C - lui $t4, 0x0891 <=> li $t4, 0x08910000
9570 user_main_a DEBUG compiler CodeInstruction.compile 0x88048A0 - lui $t2, 0x0881 <=> li $t2, 0x08810000
9570 user_main_a DEBUG compiler CodeInstruction.compile 0x88048A4 - lw $t0, -10116($t4)
9570 user_main_a DEBUG compiler CodeInstruction.compile 0x88048A8 - lw $t1, -13312($t2)
9571 user_main_a DEBUG compiler CodeInstruction.compile 0x88048AC - lui $a1, 0x0891 <=> li $a1, 0x08910000
9571 user_main_a DEBUG compiler CodeInstruction.compile 0x88048B0 - lui $v1, 0x0881 <=> li $v1, 0x08810000
9570 GUI DEBUG ge clear mode : 5
9571 user_main_a DEBUG compiler CodeInstruction.compile 0x88048B4 - addiu $v1, $v1, -13308
9571 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
9571 user_main_a DEBUG compiler CodeInstruction.compile 0x88048B8 - sll $a2, $a2, 0x0002
9571 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9571 user_main_a DEBUG compiler CodeInstruction.compile 0x88048BC - addiu $a1, $a1, -10132
9571 GUI DEBUG ge vaddr 0880d870
9572 user_main_a DEBUG compiler CodeInstruction.compile 0x88048C0 - addu $a3, $a2, $v1
9572 GUI DEBUG ge tflush 0x04000000, buffer_width=4 (2,2)
9572 user_main_a DEBUG compiler CodeInstruction.compile 0x88048C4 - sll $v0, $a0, 0x0002
9572 GUI DEBUG ge tflush texture_storage=0x0(PSM_5650), tex_clut_mode=0x0, tex_clut_addr=0x00000000, texture_swizzle=false
9572 user_main_a DEBUG compiler CodeInstruction.compile 0x88048C8 - addu $a2, $a2, $a1
9572 GUI DEBUG ge prim sprites 1x
9572 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
9573 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9573 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9572 user_main_a DEBUG compiler CodeInstruction.compile 0x88048CC - sw $t0, 0($a2)
9573 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9573 user_main_a DEBUG compiler CodeInstruction.compile 0x88048D0 - addu $a1, $v0, $a1
9573 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9573 user_main_a DEBUG compiler CodeInstruction.compile 0x88048D4 - sw $t1, 0($a3)
9573 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
9573 user_main_a DEBUG compiler CodeInstruction.compile 0x88048D8 - addu $v0, $v0, $v1
9574 user_main_a DEBUG compiler CodeInstruction.compile 0x88048DC - lw $a2, 0($v0)
9574 user_main_a DEBUG compiler CodeInstruction.compile 0x88048E0 - lw $v1, 0($a1)
9574 user_main_a DEBUG compiler CodeInstruction.compile 0x88048E4 - sw $a0, -10136($t3)
9574 user_main_a DEBUG compiler CodeInstruction.compile 0x88048E8 - sw $a2, -13312($t2)
9574 user_main_a DEBUG compiler CodeInstruction.compile 0x88048EC - jr $ra
9574 user_main_a DEBUG compiler CodeInstruction.compile 0x88048F0 - sw $v1, -10116($t4)
9575 user_main_a DEBUG compiler Compiling _S1_2_8804868
9575 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804868 - addiu $sp, $sp, -8
9576 user_main_a DEBUG compiler CodeInstruction.compile 0x880486C - sw $ra, 0($sp)
9576 user_main_a DEBUG compiler CodeInstruction.compile 0x8804870 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9576 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804874 - jal 0x08804A7C
9577 user_main_a DEBUG compiler CodeInstruction.compile 0x8804878 - lw $a0, -13312($v0)
9577 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9577 user_main_a DEBUG compiler CodeInstruction.compile 0x880487C - addiu $v1, $zr, 1 <=> li $v1, 1
9577 user_main_a DEBUG compiler CodeInstruction.compile 0x8804880 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9577 user_main_a DEBUG compiler CodeInstruction.compile 0x8804884 - sw $v1, -10116($v0)
9577 user_main_a DEBUG compiler CodeInstruction.compile 0x8804888 - lw $ra, 0($sp)
9578 user_main_a DEBUG compiler CodeInstruction.compile 0x880488C - jr $ra
9578 user_main_a DEBUG compiler CodeInstruction.compile 0x8804890 - addiu $sp, $sp, 8
9578 user_main_a DEBUG compiler Compiling _S1_2_8804A7C
9578 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804A7C - addiu $sp, $sp, -8
9579 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A80 - addu $a1, $zr, $zr <=> li $a1, 0
9579 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A84 - addiu $a2, $zr, 64 <=> li $a2, 64
9579 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A88 - sw $s0, 0($sp)
9579 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A8C - sw $ra, 4($sp)
9579 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804A90 - jal 0x08807B34
9579 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A94 - addu $s0, $a0, $zr <=> move $s0, $a0
9580 user_main_a DEBUG compiler Inlining call at 0x08804A90 to memset[2CC20010,14400021,00801821,30870003,50E0000C,30A500FF,2CE20004,10400008,24E20001,00821023,24420005,7C053C20,A0670000,24630001,1443FFFD,24C6FFFF,30A500FF,14A0001A,00603821,00001821,000610C2,10400006,30C60007,2442FFFF,ACE30000,ACE30004,1440FFFC,24E70008,2CC20004,54400005,00E01821,ACE30000,24C6FFFC,24E70004,00E01821,10C00006,00000000,7C051420,24C6FFFF,A0620000,14C0FFFD,24630001,03E00008,00801021,00051200,00A21025,00021C00,0A21285C,00431825]()
9580 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A98 - lui $v1, 0x0881 <=> li $v1, 0x08810000
9580 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A9C - lwc1 $f0, -24020($v1)
9580 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AA0 - addiu $a0, $zr, 4 <=> li $a0, 4
9580 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AA4 - addu $v1, $zr, $zr <=> li $v1, 0
9580 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804AA8 - sll $v0, $v1, 0x0002
9580 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AAC - addu $v0, $v0, $v1
9581 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AB0 - sll $v0, $v0, 0x0002
9581 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AB4 - addu $v0, $v0, $s0
9581 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AB8 - addiu $v1, $v1, 1
9581 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804ABC - bne $v1, $a0, 0x08804AA8
9581 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AC0 - swc1 $f0, 0($v0)
9581 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AC4 - lw $ra, 4($sp)
9581 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AC8 - lw $s0, 0($sp)
9582 user_main_a DEBUG compiler CodeInstruction.compile 0x8804ACC - jr $ra
9582 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AD0 - addiu $sp, $sp, 8
9582 user_main_a DEBUG compiler Compiling _S1_2_88048F4
9582 user_main_a DEBUG compiler CodeInstruction.compile > 0x88048F4 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9583 user_main_a DEBUG compiler CodeInstruction.compile 0x88048F8 - lwc1 $f0, -24032($v0)
9583 user_main_a DEBUG compiler CodeInstruction.compile 0x88048FC - addiu $sp, $sp, -56
9583 user_main_a DEBUG compiler CodeInstruction.compile 0x8804900 - swc1 $f20, 32($sp)
9583 user_main_a DEBUG compiler CodeInstruction.compile 0x8804904 - mul.s $f20, $f12, $f0
9583 user_main_a DEBUG compiler CodeInstruction.compile 0x8804908 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9583 user_main_a DEBUG compiler CodeInstruction.compile 0x880490C - lwc1 $f0, -24028($v0)
9583 user_main_a DEBUG compiler CodeInstruction.compile 0x8804910 - sw $ra, 24($sp)
9584 user_main_a DEBUG compiler CodeInstruction.compile 0x8804914 - sw $fp, 20($sp)
9584 user_main_a DEBUG compiler CodeInstruction.compile 0x8804918 - sw $s0, 16($sp)
9584 user_main_a DEBUG compiler CodeInstruction.compile 0x880491C - addu $fp, $sp, $zr <=> move $fp, $sp
9584 user_main_a DEBUG compiler CodeInstruction.compile 0x8804920 - mul.s $f20, $f20, $f0
9584 user_main_a DEBUG compiler CodeInstruction.compile 0x8804924 - swc1 $f25, 52($sp)
9584 user_main_a DEBUG compiler CodeInstruction.compile 0x8804928 - swc1 $f24, 48($sp)
9584 user_main_a DEBUG compiler CodeInstruction.compile 0x880492C - swc1 $f23, 44($sp)
9585 user_main_a DEBUG compiler CodeInstruction.compile 0x8804930 - swc1 $f22, 40($sp)
9585 user_main_a DEBUG compiler CodeInstruction.compile 0x8804934 - swc1 $f21, 36($sp)
9585 user_main_a DEBUG compiler CodeInstruction.compile 0x8804938 - mov.s $f23, $f15
9585 user_main_a DEBUG compiler CodeInstruction.compile 0x880493C - mov.s $f12, $f20
9585 user_main_a DEBUG compiler CodeInstruction.compile 0x8804940 - sub.s $f25, $f14, $f15
9585 user_main_a DEBUG compiler CodeInstruction.compile 0x8804944 - mov.s $f21, $f14
9585 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804948 - jal 0x08806718
9586 user_main_a DEBUG compiler CodeInstruction.compile 0x880494C - mov.s $f24, $f13
9586 user_main_a DEBUG compiler CodeInstruction.compile 0x8804950 - mov.s $f12, $f20
9586 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804954 - jal 0x088067EC
9586 user_main_a DEBUG compiler CodeInstruction.compile 0x8804958 - mov.s $f22, $f0
9586 user_main_a DEBUG compiler CodeInstruction.compile 0x880495C - div.s $f22, $f22, $f0
9586 user_main_a DEBUG compiler CodeInstruction.compile 0x8804960 - addiu $sp, $sp, -136
9586 user_main_a DEBUG compiler CodeInstruction.compile 0x8804964 - addiu $s0, $sp, 63
9587 user_main_a DEBUG compiler CodeInstruction.compile 0x8804968 - addiu $v0, $zr, -64 <=> li $v0, -64
9587 user_main_a DEBUG compiler CodeInstruction.compile 0x880496C - and $s0, $s0, $v0
9587 user_main_a DEBUG compiler CodeInstruction.compile 0x8804970 - addu $a0, $s0, $zr <=> move $a0, $s0
9587 user_main_a DEBUG compiler CodeInstruction.compile 0x8804974 - addu $a1, $zr, $zr <=> li $a1, 0
9587 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804978 - jal 0x08807B34
9587 user_main_a DEBUG compiler CodeInstruction.compile 0x880497C - addiu $a2, $zr, 64 <=> li $a2, 64
9588 GUI DEBUG ge Wait for sync while stall reached
9588 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9588 user_main_a DEBUG compiler Inlining call at 0x08804978 to memset[2CC20010,14400021,00801821,30870003,50E0000C,30A500FF,2CE20004,10400008,24E20001,00821023,24420005,7C053C20,A0670000,24630001,1443FFFD,24C6FFFF,30A500FF,14A0001A,00603821,00001821,000610C2,10400006,30C60007,2442FFFF,ACE30000,ACE30004,1440FFFC,24E70008,2CC20004,54400005,00E01821,ACE30000,24C6FFFC,24E70004,00E01821,10C00006,00000000,7C051420,24C6FFFF,A0620000,14C0FFFD,24630001,03E00008,00801021,00051200,00A21025,00021C00,0A21285C,00431825]()
9588 user_main_a DEBUG compiler CodeInstruction.compile 0x8804980 - mul.s $f1, $f21, $f23
9588 user_main_a DEBUG compiler CodeInstruction.compile 0x8804984 - add.s $f21, $f21, $f23
9588 user_main_a DEBUG compiler CodeInstruction.compile 0x8804988 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9588 user_main_a DEBUG compiler CodeInstruction.compile 0x880498C - lwc1 $f0, -24024($v0)
9589 user_main_a DEBUG compiler CodeInstruction.compile 0x8804990 - sw $zr, 60($s0)
9589 user_main_a DEBUG compiler CodeInstruction.compile 0x8804994 - div.s $f21, $f21, $f25
9589 user_main_a DEBUG compiler CodeInstruction.compile 0x8804998 - swc1 $f0, 44($s0)
9589 user_main_a DEBUG compiler CodeInstruction.compile 0x880499C - add.s $f1, $f1, $f1
9589 user_main_a DEBUG compiler CodeInstruction.compile 0x88049A0 - addu $a0, $s0, $zr <=> move $a0, $s0
9589 user_main_a DEBUG compiler CodeInstruction.compile 0x88049A4 - div.s $f1, $f1, $f25
9589 user_main_a DEBUG compiler CodeInstruction.compile 0x88049A8 - div.s $f24, $f22, $f24
9590 user_main_a DEBUG compiler CodeInstruction.compile 0x88049AC - swc1 $f22, 20($s0)
9590 user_main_a DEBUG compiler CodeInstruction.compile 0x88049B0 - swc1 $f21, 40($s0)
9590 user_main_a DEBUG compiler CodeInstruction.compile 0x88049B4 - swc1 $f1, 56($s0)
9590 user_main_a DEBUG compiler CodeInstruction.compile < 0x88049B8 - jal 0x08804C24
9590 user_main_a DEBUG compiler CodeInstruction.compile 0x88049BC - swc1 $f24, 0($s0)
9590 user_main_a DEBUG compiler CodeInstruction.compile 0x88049C0 - addu $sp, $fp, $zr <=> move $sp, $fp
9590 user_main_a DEBUG compiler CodeInstruction.compile 0x88049C4 - lw $ra, 24($sp)
9591 user_main_a DEBUG compiler CodeInstruction.compile 0x88049C8 - lw $fp, 20($sp)
9591 user_main_a DEBUG compiler CodeInstruction.compile 0x88049CC - lw $s0, 16($sp)
9591 user_main_a DEBUG compiler CodeInstruction.compile 0x88049D0 - lwc1 $f25, 52($sp)
9591 user_main_a DEBUG compiler CodeInstruction.compile 0x88049D4 - lwc1 $f24, 48($sp)
9591 user_main_a DEBUG compiler CodeInstruction.compile 0x88049D8 - lwc1 $f23, 44($sp)
9591 user_main_a DEBUG compiler CodeInstruction.compile 0x88049DC - lwc1 $f22, 40($sp)
9591 user_main_a DEBUG compiler CodeInstruction.compile 0x88049E0 - lwc1 $f21, 36($sp)
9592 user_main_a DEBUG compiler CodeInstruction.compile 0x88049E4 - lwc1 $f20, 32($sp)
9592 user_main_a DEBUG compiler CodeInstruction.compile 0x88049E8 - jr $ra
9592 user_main_a DEBUG compiler CodeInstruction.compile 0x88049EC - addiu $sp, $sp, 56
9593 user_main_a DEBUG compiler Compiling _S1_2_8806718
9593 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806718 - mfc1 $v1, $f12
9593 user_main_a DEBUG compiler CodeInstruction.compile 0x880671C - lui $v0, 0x7FFF <=> li $v0, 0x7FFF0000
9593 user_main_a DEBUG compiler CodeInstruction.compile 0x8806720 - ori $v0, $v0, -1
9593 user_main_a DEBUG compiler CodeInstruction.compile 0x8806724 - and $a0, $v1, $v0
9593 user_main_a DEBUG compiler CodeInstruction.compile 0x8806728 - lui $v1, 0x3F49 <=> li $v1, 0x3F490000
9594 user_main_a DEBUG compiler CodeInstruction.compile 0x880672C - ori $v1, $v1, 4056
9594 user_main_a DEBUG compiler CodeInstruction.compile 0x8806730 - addiu $sp, $sp, -16
9594 user_main_a DEBUG compiler CodeInstruction.compile 0x8806734 - slt $v1, $v1, $a0
9594 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806738 - beq $v1, $zr, 0x0880679C
9594 user_main_a DEBUG compiler CodeInstruction.compile 0x880673C - sw $ra, 8($sp)
9594 user_main_a DEBUG compiler CodeInstruction.compile 0x8806740 - lui $v0, 0x7F80 <=> li $v0, 0x7F800000
9594 user_main_a DEBUG compiler CodeInstruction.compile 0x8806744 - slt $v0, $a0, $v0
9595 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806748 - bne $v0, $zr, 0x08806760
9595 user_main_a DEBUG compiler CodeInstruction.compile 0x880674C - nop
9595 user_main_a DEBUG compiler CodeInstruction.compile 0x8806750 - sub.s $f0, $f12, $f12
9595 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806754 - lw $ra, 8($sp)
9595 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806758 - jr $ra
9595 user_main_a DEBUG compiler CodeInstruction.compile 0x880675C - addiu $sp, $sp, 16
9595 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8806760 - jal 0x088068BC
9596 user_main_a DEBUG compiler CodeInstruction.compile 0x8806764 - addu $a0, $sp, $zr <=> move $a0, $sp
9596 user_main_a DEBUG compiler CodeInstruction.compile 0x8806768 - andi $v1, $v0, 3
9596 user_main_a DEBUG compiler CodeInstruction.compile 0x880676C - addiu $v0, $zr, 1 <=> li $v0, 1
9596 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806770 - beq $v1, $v0, 0x088067B4
9596 user_main_a DEBUG compiler CodeInstruction.compile 0x8806774 - addiu $v0, $zr, 2 <=> li $v0, 2
9596 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806778 - beq $v1, $v0, 0x088067DC
9596 user_main_a DEBUG compiler CodeInstruction.compile 0x880677C - lwc1 $f12, 0($sp)
9597 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806780 - bne $v1, $zr, 0x088067CC
9597 user_main_a DEBUG compiler CodeInstruction.compile 0x8806784 - lwc1 $f13, 4($sp)
9597 user_main_a DEBUG compiler CodeInstruction.compile 0x8806788 - lwc1 $f12, 0($sp)
9597 user_main_a DEBUG compiler CodeInstruction.compile < 0x880678C - jal 0x08806C5C
9597 user_main_a DEBUG compiler CodeInstruction.compile 0x8806790 - lwc1 $f13, 4($sp)
9597 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806794 - j 0x08806758
9598 user_main_a DEBUG compiler CodeInstruction.compile 0x8806798 - lw $ra, 8($sp)
9598 user_main_a DEBUG compiler CodeInstruction.compile > 0x880679C - mtc1 $zr, $f13
9598 user_main_a DEBUG compiler CodeInstruction.compile < 0x88067A0 - jal 0x08806C5C
9598 user_main_a DEBUG compiler CodeInstruction.compile 0x88067A4 - nop
9598 GUI DEBUG ge Wait for sync while stall reached
9598 user_main_a DEBUG compiler CodeInstruction.compile 0x88067A8 - lw $ra, 8($sp)
9598 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9598 user_main_a DEBUG compiler CodeInstruction.compile 0x88067AC - jr $ra
9599 user_main_a DEBUG compiler CodeInstruction.compile 0x88067B0 - addiu $sp, $sp, 16
9599 user_main_a DEBUG compiler CodeInstruction.compile > 0x88067B4 - lwc1 $f12, 0($sp)
9599 user_main_a DEBUG compiler CodeInstruction.compile 0x88067B8 - lwc1 $f13, 4($sp)
9599 user_main_a DEBUG compiler CodeInstruction.compile < 0x88067BC - jal 0x0880776C
9599 user_main_a DEBUG compiler CodeInstruction.compile 0x88067C0 - addiu $a0, $zr, 1 <=> li $a0, 1
9600 user_main_a DEBUG compiler CodeInstruction.compile < 0x88067C4 - j 0x08806754
9600 user_main_a DEBUG compiler CodeInstruction.compile 0x88067C8 - neg.s $f0, $f0
9600 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88067CC - jal 0x0880776C
9600 user_main_a DEBUG compiler CodeInstruction.compile 0x88067D0 - addiu $a0, $zr, 1 <=> li $a0, 1
9600 user_main_a DEBUG compiler CodeInstruction.compile < 0x88067D4 - j 0x08806758
9600 user_main_a DEBUG compiler CodeInstruction.compile 0x88067D8 - lw $ra, 8($sp)
9601 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88067DC - jal 0x08806C5C
9601 user_main_a DEBUG compiler CodeInstruction.compile 0x88067E0 - lwc1 $f13, 4($sp)
9601 user_main_a DEBUG compiler CodeInstruction.compile < 0x88067E4 - j 0x08806754
9601 user_main_a DEBUG compiler CodeInstruction.compile 0x88067E8 - neg.s $f0, $f0
9602 user_main_a DEBUG compiler Compiling _S1_2_8806C5C
9602 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806C5C - mfc1 $v1, $f12
9602 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C60 - lui $v0, 0x7FFF <=> li $v0, 0x7FFF0000
9602 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C64 - ori $v0, $v0, -1
9602 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C68 - and $a0, $v1, $v0
9603 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C6C - lui $v1, 0x31FF <=> li $v1, 0x31FF0000
9603 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C70 - ori $v1, $v1, -1
9603 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C74 - slt $v1, $v1, $a0
9603 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806C78 - bnel $v1, $zr, 0x08806D20
9603 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C7C - mul.s $f3, $f12, $f12
9603 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806C80 - trunc.w.s $f0, $f12
9603 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C84 - mfc1 $v0, $f0
9604 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C88 - nop
9604 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806C8C - beq $v0, $zr, 0x08806DD8
9604 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C90 - nop
9604 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C94 - mul.s $f3, $f12, $f12
9604 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C98 - lui $at, 0x0881 <=> li $at, 0x08810000
9604 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C9C - lwc1 $f0, -22864($at)
9604 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CA0 - lui $at, 0x0881 <=> li $at, 0x08810000
9605 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CA4 - lwc1 $f1, -22860($at)
9605 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CA8 - mul.s $f0, $f3, $f0
9605 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CAC - add.s $f0, $f0, $f1
9605 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CB0 - lui $at, 0x0881 <=> li $at, 0x08810000
9605 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CB4 - lwc1 $f1, -22856($at)
9605 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CB8 - mul.s $f0, $f3, $f0
9605 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CBC - sub.s $f0, $f0, $f1
9606 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CC0 - lui $at, 0x0881 <=> li $at, 0x08810000
9606 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CC4 - lwc1 $f1, -22852($at)
9606 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CC8 - mul.s $f0, $f3, $f0
9606 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CCC - add.s $f0, $f0, $f1
9606 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CD0 - lui $at, 0x0881 <=> li $at, 0x08810000
9606 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CD4 - lwc1 $f1, -22848($at)
9606 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CD8 - mul.s $f0, $f3, $f0
9607 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CDC - sub.s $f0, $f0, $f1
9607 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CE0 - lui $at, 0x0881 <=> li $at, 0x08810000
9607 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CE4 - lwc1 $f1, -22844($at)
9607 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CE8 - mul.s $f0, $f3, $f0
9607 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CEC - add.s $f0, $f0, $f1
9607 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CF0 - mul.s $f1, $f3, $f0
9607 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806CF4 - mul.s $f2, $f3, $f1
9608 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CF8 - mul.s $f1, $f12, $f13
9608 user_main_a DEBUG compiler CodeInstruction.compile 0x8806CFC - lui $at, 0x0881 <=> li $at, 0x08810000
9608 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D00 - lwc1 $f0, -24032($at)
9608 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D04 - mul.s $f0, $f3, $f0
9608 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D08 - sub.s $f2, $f2, $f1
9608 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D0C - lui $at, 0x0881 <=> li $at, 0x08810000
9608 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D10 - lwc1 $f1, -24020($at)
9609 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D14 - sub.s $f0, $f0, $f2
9609 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D18 - jr $ra
9609 GUI DEBUG ge Wait for sync while stall reached
9609 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D1C - sub.s $f0, $f1, $f0
9609 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9609 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806D20 - lui $at, 0x0881 <=> li $at, 0x08810000
9609 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D24 - lwc1 $f0, -22864($at)
9610 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D28 - lui $at, 0x0881 <=> li $at, 0x08810000
9610 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D2C - lwc1 $f1, -22860($at)
9610 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D30 - lui $v0, 0x3E99 <=> li $v0, 0x3E990000
9610 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D34 - ori $v0, $v0, -26215
9610 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D38 - slt $v0, $v0, $a0
9610 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D3C - mul.s $f0, $f3, $f0
9611 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D40 - add.s $f0, $f0, $f1
9611 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D44 - lui $at, 0x0881 <=> li $at, 0x08810000
9611 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D48 - lwc1 $f1, -22856($at)
9611 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D4C - mul.s $f0, $f3, $f0
9611 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D50 - sub.s $f0, $f0, $f1
9611 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D54 - lui $at, 0x0881 <=> li $at, 0x08810000
9611 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D58 - lwc1 $f1, -22852($at)
9612 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D5C - mul.s $f0, $f3, $f0
9612 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D60 - add.s $f0, $f0, $f1
9612 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D64 - lui $at, 0x0881 <=> li $at, 0x08810000
9612 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D68 - lwc1 $f1, -22848($at)
9612 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D6C - mul.s $f0, $f3, $f0
9612 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D70 - sub.s $f0, $f0, $f1
9612 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D74 - lui $at, 0x0881 <=> li $at, 0x08810000
9613 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D78 - lwc1 $f1, -22844($at)
9613 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D7C - mul.s $f0, $f3, $f0
9613 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D80 - add.s $f0, $f0, $f1
9613 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806D84 - beq $v0, $zr, 0x08806CF4
9613 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D88 - mul.s $f1, $f3, $f0
9613 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D8C - lui $v0, 0x3F48 <=> li $v0, 0x3F480000
9614 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D90 - ori $v0, $v0, 1
9614 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D94 - slt $v0, $a0, $v0
9614 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806D98 - bnel $v0, $zr, 0x08806DE8
9614 user_main_a DEBUG compiler CodeInstruction.compile 0x8806D9C - lui $v0, 0xFF00 <=> li $v0, 0xFF000000
9614 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806DA0 - mul.s $f0, $f3, $f1
9614 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DA4 - lui $at, 0x0881 <=> li $at, 0x08810000
9614 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DA8 - lwc1 $f1, -24032($at)
9615 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DAC - mul.s $f2, $f12, $f13
9615 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DB0 - lui $at, 0x0881 <=> li $at, 0x08810000
9615 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DB4 - lwc1 $f4, -22840($at)
9615 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DB8 - mul.s $f1, $f3, $f1
9615 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DBC - lui $at, 0x0881 <=> li $at, 0x08810000
9615 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DC0 - lwc1 $f5, -22836($at)
9615 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DC4 - sub.s $f0, $f0, $f2
9616 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DC8 - sub.s $f1, $f1, $f4
9616 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DCC - sub.s $f1, $f1, $f0
9616 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DD0 - jr $ra
9616 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DD4 - sub.s $f0, $f5, $f1
9616 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806DD8 - lui $at, 0x0881 <=> li $at, 0x08810000
9616 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DDC - lwc1 $f0, -24020($at)
9616 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DE0 - jr $ra
9617 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DE4 - nop
9617 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806DE8 - lui $at, 0x0881 <=> li $at, 0x08810000
9617 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DEC - lwc1 $f0, -24020($at)
9617 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DF0 - addu $a0, $a0, $v0
9617 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DF4 - mtc1 $a0, $f4
9617 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DF8 - mul.s $f2, $f12, $f13
9617 user_main_a DEBUG compiler CodeInstruction.compile 0x8806DFC - sub.s $f5, $f0, $f4
9618 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E00 - mul.s $f0, $f3, $f1
9618 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E04 - lui $at, 0x0881 <=> li $at, 0x08810000
9618 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E08 - lwc1 $f1, -24032($at)
9618 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E0C - mul.s $f1, $f3, $f1
9618 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E10 - sub.s $f0, $f0, $f2
9618 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E14 - sub.s $f1, $f1, $f4
9619 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E18 - sub.s $f1, $f1, $f0
9619 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E1C - jr $ra
9619 user_main_a DEBUG compiler CodeInstruction.compile 0x8806E20 - sub.s $f0, $f5, $f1
9620 GUI DEBUG ge Wait for sync while stall reached
9620 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9620 user_main_a DEBUG compiler Compiling _S1_2_88067EC
9620 user_main_a DEBUG compiler CodeInstruction.compile > 0x88067EC - mfc1 $v1, $f12
9620 user_main_a DEBUG compiler CodeInstruction.compile 0x88067F0 - lui $v0, 0x7FFF <=> li $v0, 0x7FFF0000
9620 user_main_a DEBUG compiler CodeInstruction.compile 0x88067F4 - ori $v0, $v0, -1
9621 user_main_a DEBUG compiler CodeInstruction.compile 0x88067F8 - and $a0, $v1, $v0
9621 user_main_a DEBUG compiler CodeInstruction.compile 0x88067FC - lui $v1, 0x3F49 <=> li $v1, 0x3F490000
9621 user_main_a DEBUG compiler CodeInstruction.compile 0x8806800 - ori $v1, $v1, 4056
9621 user_main_a DEBUG compiler CodeInstruction.compile 0x8806804 - addiu $sp, $sp, -16
9621 user_main_a DEBUG compiler CodeInstruction.compile 0x8806808 - slt $v1, $v1, $a0
9621 user_main_a DEBUG compiler CodeInstruction.compile < 0x880680C - beq $v1, $zr, 0x0880686C
9621 user_main_a DEBUG compiler CodeInstruction.compile 0x8806810 - sw $ra, 8($sp)
9622 user_main_a DEBUG compiler CodeInstruction.compile 0x8806814 - lui $v0, 0x7F80 <=> li $v0, 0x7F800000
9622 user_main_a DEBUG compiler CodeInstruction.compile 0x8806818 - slt $v0, $a0, $v0
9622 user_main_a DEBUG compiler CodeInstruction.compile < 0x880681C - bne $v0, $zr, 0x08806834
9622 user_main_a DEBUG compiler CodeInstruction.compile 0x8806820 - nop
9622 user_main_a DEBUG compiler CodeInstruction.compile 0x8806824 - sub.s $f0, $f12, $f12
9622 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806828 - lw $ra, 8($sp)
9622 user_main_a DEBUG compiler CodeInstruction.compile > 0x880682C - jr $ra
9623 user_main_a DEBUG compiler CodeInstruction.compile 0x8806830 - addiu $sp, $sp, 16
9623 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8806834 - jal 0x088068BC
9623 user_main_a DEBUG compiler CodeInstruction.compile 0x8806838 - addu $a0, $sp, $zr <=> move $a0, $sp
9623 user_main_a DEBUG compiler CodeInstruction.compile 0x880683C - andi $v1, $v0, 3
9623 user_main_a DEBUG compiler CodeInstruction.compile 0x8806840 - addiu $v0, $zr, 1 <=> li $v0, 1
9623 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806844 - beq $v1, $v0, 0x08806884
9624 user_main_a DEBUG compiler CodeInstruction.compile 0x8806848 - addiu $v0, $zr, 2 <=> li $v0, 2
9624 user_main_a DEBUG compiler CodeInstruction.compile < 0x880684C - beq $v1, $v0, 0x088068A8
9624 user_main_a DEBUG compiler CodeInstruction.compile 0x8806850 - lwc1 $f12, 0($sp)
9624 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806854 - bne $v1, $zr, 0x08806898
9624 user_main_a DEBUG compiler CodeInstruction.compile 0x8806858 - lwc1 $f13, 4($sp)
9624 user_main_a DEBUG compiler CodeInstruction.compile < 0x880685C - jal 0x0880776C
9625 user_main_a DEBUG compiler CodeInstruction.compile 0x8806860 - addiu $a0, $zr, 1 <=> li $a0, 1
9625 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806864 - j 0x0880682C
9625 user_main_a DEBUG compiler CodeInstruction.compile 0x8806868 - lw $ra, 8($sp)
9625 user_main_a DEBUG compiler CodeInstruction.compile > 0x880686C - mtc1 $zr, $f13
9625 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806870 - jal 0x0880776C
9625 user_main_a DEBUG compiler CodeInstruction.compile 0x8806874 - addu $a0, $zr, $zr <=> li $a0, 0
9625 user_main_a DEBUG compiler CodeInstruction.compile 0x8806878 - lw $ra, 8($sp)
9626 user_main_a DEBUG compiler CodeInstruction.compile 0x880687C - jr $ra
9626 user_main_a DEBUG compiler CodeInstruction.compile 0x8806880 - addiu $sp, $sp, 16
9626 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806884 - lwc1 $f12, 0($sp)
9626 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806888 - jal 0x08806C5C
9626 user_main_a DEBUG compiler CodeInstruction.compile 0x880688C - lwc1 $f13, 4($sp)
9626 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806890 - j 0x0880682C
9627 user_main_a DEBUG compiler CodeInstruction.compile 0x8806894 - lw $ra, 8($sp)
9627 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8806898 - jal 0x08806C5C
9627 user_main_a DEBUG compiler CodeInstruction.compile 0x880689C - lwc1 $f13, 4($sp)
9627 user_main_a DEBUG compiler CodeInstruction.compile < 0x88068A0 - j 0x08806828
9627 user_main_a DEBUG compiler CodeInstruction.compile 0x88068A4 - neg.s $f0, $f0
9627 user_main_a DEBUG compiler CodeInstruction.compile > 0x88068A8 - lwc1 $f13, 4($sp)
9628 user_main_a DEBUG compiler CodeInstruction.compile < 0x88068AC - jal 0x0880776C
9628 user_main_a DEBUG compiler CodeInstruction.compile 0x88068B0 - addiu $a0, $zr, 1 <=> li $a0, 1
9628 user_main_a DEBUG compiler CodeInstruction.compile < 0x88068B4 - j 0x08806828
9628 user_main_a DEBUG compiler CodeInstruction.compile 0x88068B8 - neg.s $f0, $f0
9629 user_main_a DEBUG compiler Compiling _S1_2_880776C
9629 user_main_a DEBUG compiler CodeInstruction.compile > 0x880776C - mfc1 $v0, $f12
9629 user_main_a DEBUG compiler CodeInstruction.compile 0x8807770 - lui $v1, 0x7FFF <=> li $v1, 0x7FFF0000
9629 user_main_a DEBUG compiler CodeInstruction.compile 0x8807774 - ori $v1, $v1, -1
9630 user_main_a DEBUG compiler CodeInstruction.compile 0x8807778 - and $v1, $v0, $v1
9630 user_main_a DEBUG compiler CodeInstruction.compile 0x880777C - lui $v0, 0x31FF <=> li $v0, 0x31FF0000
9630 user_main_a DEBUG compiler CodeInstruction.compile 0x8807780 - ori $v0, $v0, -1
9630 user_main_a DEBUG compiler CodeInstruction.compile 0x8807784 - slt $v1, $v0, $v1
9630 user_main_a DEBUG compiler CodeInstruction.compile < 0x8807788 - bnel $v1, $zr, 0x088077A8
9630 user_main_a DEBUG compiler CodeInstruction.compile 0x880778C - mul.s $f3, $f12, $f12
9630 user_main_a DEBUG compiler CodeInstruction.compile > 0x8807790 - trunc.w.s $f0, $f12
9631 user_main_a DEBUG compiler CodeInstruction.compile 0x8807794 - mfc1 $v0, $f0
9631 user_main_a DEBUG compiler CodeInstruction.compile 0x8807798 - nop
9631 GUI DEBUG ge Wait for sync while stall reached
9631 user_main_a DEBUG compiler CodeInstruction.compile < 0x880779C - beq $v0, $zr, 0x08807828
9631 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9631 user_main_a DEBUG compiler CodeInstruction.compile 0x88077A0 - nop
9632 user_main_a DEBUG compiler CodeInstruction.compile 0x88077A4 - mul.s $f3, $f12, $f12
9632 user_main_a DEBUG compiler CodeInstruction.compile > 0x88077A8 - lui $at, 0x0881 <=> li $at, 0x08810000
9632 user_main_a DEBUG compiler CodeInstruction.compile 0x88077AC - lwc1 $f0, -22760($at)
9632 user_main_a DEBUG compiler CodeInstruction.compile 0x88077B0 - lui $at, 0x0881 <=> li $at, 0x08810000
9632 user_main_a DEBUG compiler CodeInstruction.compile 0x88077B4 - lwc1 $f1, -22756($at)
9632 user_main_a DEBUG compiler CodeInstruction.compile 0x88077B8 - mul.s $f0, $f3, $f0
9632 user_main_a DEBUG compiler CodeInstruction.compile 0x88077BC - mul.s $f4, $f12, $f3
9633 user_main_a DEBUG compiler CodeInstruction.compile 0x88077C0 - sub.s $f0, $f0, $f1
9633 user_main_a DEBUG compiler CodeInstruction.compile 0x88077C4 - lui $at, 0x0881 <=> li $at, 0x08810000
9633 user_main_a DEBUG compiler CodeInstruction.compile 0x88077C8 - lwc1 $f1, -22752($at)
9633 user_main_a DEBUG compiler CodeInstruction.compile 0x88077CC - mul.s $f0, $f3, $f0
9633 user_main_a DEBUG compiler CodeInstruction.compile 0x88077D0 - add.s $f0, $f0, $f1
9633 user_main_a DEBUG compiler CodeInstruction.compile 0x88077D4 - lui $at, 0x0881 <=> li $at, 0x08810000
9633 user_main_a DEBUG compiler CodeInstruction.compile 0x88077D8 - lwc1 $f1, -22748($at)
9634 user_main_a DEBUG compiler CodeInstruction.compile 0x88077DC - mul.s $f0, $f3, $f0
9634 user_main_a DEBUG compiler CodeInstruction.compile 0x88077E0 - sub.s $f0, $f0, $f1
9634 user_main_a DEBUG compiler CodeInstruction.compile 0x88077E4 - lui $at, 0x0881 <=> li $at, 0x08810000
9634 user_main_a DEBUG compiler CodeInstruction.compile 0x88077E8 - lwc1 $f1, -22744($at)
9634 user_main_a DEBUG compiler CodeInstruction.compile 0x88077EC - mul.s $f0, $f3, $f0
9634 user_main_a DEBUG compiler CodeInstruction.compile < 0x88077F0 - beq $a0, $zr, 0x08807830
9635 user_main_a DEBUG compiler CodeInstruction.compile 0x88077F4 - add.s $f0, $f0, $f1
9635 user_main_a DEBUG compiler CodeInstruction.compile 0x88077F8 - lui $at, 0x0881 <=> li $at, 0x08810000
9635 user_main_a DEBUG compiler CodeInstruction.compile 0x88077FC - lwc1 $f1, -24032($at)
9635 user_main_a DEBUG compiler CodeInstruction.compile 0x8807800 - mul.s $f0, $f4, $f0
9635 user_main_a DEBUG compiler CodeInstruction.compile 0x8807804 - lui $at, 0x0881 <=> li $at, 0x08810000
9635 user_main_a DEBUG compiler CodeInstruction.compile 0x8807808 - lwc1 $f2, -22740($at)
9635 user_main_a DEBUG compiler CodeInstruction.compile 0x880780C - mul.s $f1, $f13, $f1
9636 user_main_a DEBUG compiler CodeInstruction.compile 0x8807810 - mul.s $f2, $f4, $f2
9636 user_main_a DEBUG compiler CodeInstruction.compile 0x8807814 - sub.s $f1, $f1, $f0
9636 user_main_a DEBUG compiler CodeInstruction.compile 0x8807818 - mul.s $f1, $f3, $f1
9636 user_main_a DEBUG compiler CodeInstruction.compile 0x880781C - sub.s $f1, $f1, $f13
9636 user_main_a DEBUG compiler CodeInstruction.compile 0x8807820 - add.s $f1, $f1, $f2
9636 user_main_a DEBUG compiler CodeInstruction.compile 0x8807824 - sub.s $f12, $f12, $f1
9636 user_main_a DEBUG compiler CodeInstruction.compile > 0x8807828 - jr $ra
9637 user_main_a DEBUG compiler CodeInstruction.compile 0x880782C - mov.s $f0, $f12
9637 user_main_a DEBUG compiler CodeInstruction.compile > 0x8807830 - mul.s $f0, $f3, $f0
9637 user_main_a DEBUG compiler CodeInstruction.compile 0x8807834 - lui $at, 0x0881 <=> li $at, 0x08810000
9637 user_main_a DEBUG compiler CodeInstruction.compile 0x8807838 - lwc1 $f1, -22740($at)
9637 user_main_a DEBUG compiler CodeInstruction.compile 0x880783C - sub.s $f0, $f0, $f1
9637 user_main_a DEBUG compiler CodeInstruction.compile 0x8807840 - mul.s $f0, $f4, $f0
9638 user_main_a DEBUG compiler CodeInstruction.compile 0x8807844 - add.s $f12, $f12, $f0
9638 user_main_a DEBUG compiler CodeInstruction.compile 0x8807848 - jr $ra
9638 user_main_a DEBUG compiler CodeInstruction.compile 0x880784C - mov.s $f0, $f12
9639 user_main_a DEBUG compiler Compiling _S1_2_8804C24
9639 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804C24 - addiu $sp, $sp, -8
9639 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C28 - sw $ra, 0($sp)
9639 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C2C - lui $v0, 0x0881 <=> li $v0, 0x08810000
9639 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C30 - lw $v1, -13312($v0)
9639 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C34 - addu $a2, $a0, $zr <=> move $a2, $a0
9640 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C38 - addu $a1, $v1, $zr <=> move $a1, $v1
9640 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804C3C - jal 0x08804AD4
9640 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C40 - addu $a0, $v1, $zr <=> move $a0, $v1
9640 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C44 - addiu $v1, $zr, 1 <=> li $v1, 1
9641 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C48 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9641 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C4C - sw $v1, -10116($v0)
9641 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C50 - lw $ra, 0($sp)
9641 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C54 - jr $ra
9641 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C58 - addiu $sp, $sp, 8
9642 GUI DEBUG ge Wait for sync while stall reached
9642 user_main_a DEBUG compiler Compiling _S1_2_8804AD4
9642 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9642 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804AD4 - addiu $sp, $sp, -64
9642 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AD8 - addu $t4, $sp, $zr <=> move $t4, $sp
9642 user_main_a DEBUG compiler CodeInstruction.compile 0x8804ADC - addu $t3, $zr, $zr <=> li $t3, 0
9642 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AE0 - sll $v0, $t3, 0x0004
9643 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804AE4 - addu $t2, $a2, $v0
9643 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AE8 - addu $t1, $t4, $v0
9643 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AEC - addu $t0, $zr, $zr <=> li $t0, 0
9643 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804AF0 - mtc1 $zr, $f2
9643 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AF4 - addu $a3, $t2, $zr <=> move $a3, $t2
9643 user_main_a DEBUG compiler CodeInstruction.compile 0x8804AF8 - addu $v1, $zr, $zr <=> li $v1, 0
9644 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804AFC - sll $v0, $v1, 0x0002
9644 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B00 - addu $v0, $v0, $t0
9644 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B04 - sll $v0, $v0, 0x0002
9644 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B08 - addu $v0, $v0, $a1
9644 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B0C - lwc1 $f0, 0($v0)
9644 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B10 - lwc1 $f1, 0($a3)
9644 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B14 - addiu $v1, $v1, 1
9645 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B18 - addiu $v0, $zr, 4 <=> li $v0, 4
9645 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B1C - mul.s $f0, $f0, $f1
9645 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B20 - addiu $a3, $a3, 4
9645 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804B24 - bne $v1, $v0, 0x08804AFC
9645 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B28 - add.s $f2, $f2, $f0
9645 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B2C - addiu $t0, $t0, 1
9646 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B30 - swc1 $f2, 0($t1)
9646 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804B34 - bne $t0, $v1, 0x08804AF0
9646 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B38 - addiu $t1, $t1, 4
9646 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B3C - addiu $t3, $t3, 1
9646 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804B40 - bne $t3, $t0, 0x08804AE4
9646 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B44 - sll $v0, $t3, 0x0004
9647 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B48 - addu $a2, $a0, $zr <=> move $a2, $a0
9647 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B4C - addu $a3, $sp, $zr <=> move $a3, $sp
9647 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B50 - addiu $t0, $sp, 64
9647 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804B54 - lw $v0, 0($a3)
9647 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B58 - lw $v1, 4($a3)
9647 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B5C - lw $a0, 8($a3)
9647 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B60 - lw $a1, 12($a3)
9648 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B64 - addiu $a3, $a3, 16
9648 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B68 - sw $v0, 0($a2)
9648 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B6C - sw $v1, 4($a2)
9648 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B70 - sw $a0, 8($a2)
9648 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B74 - sw $a1, 12($a2)
9648 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804B78 - bne $a3, $t0, 0x08804B54
9648 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B7C - addiu $a2, $a2, 16
9649 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B80 - jr $ra
9649 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B84 - addiu $sp, $sp, 64
9649 user_main_a DEBUG compiler Compiling _S1_2_88049F0
9650 user_main_a DEBUG compiler CodeInstruction.compile > 0x88049F0 - addiu $sp, $sp, -8
9650 user_main_a DEBUG compiler CodeInstruction.compile 0x88049F4 - sw $ra, 0($sp)
9650 user_main_a DEBUG compiler CodeInstruction.compile 0x88049F8 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9650 user_main_a DEBUG compiler CodeInstruction.compile 0x88049FC - addu $a1, $a0, $zr <=> move $a1, $a0
9650 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804A00 - jal 0x08804A20
9651 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A04 - lw $a0, -13312($v0)
9651 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A08 - addiu $v1, $zr, 1 <=> li $v1, 1
9651 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A0C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9651 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A10 - sw $v1, -10116($v0)
9651 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A14 - lw $ra, 0($sp)
9652 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A18 - jr $ra
9652 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A1C - addiu $sp, $sp, 8
9652 user_main_a DEBUG compiler Compiling _S1_2_8804A20
9652 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804A20 - addiu $sp, $sp, -80
9652 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A24 - sw $s1, 68($sp)
9653 GUI DEBUG ge Wait for sync while stall reached
9653 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A28 - sw $s0, 64($sp)
9653 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9653 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A2C - addu $s1, $a0, $zr <=> move $s1, $a0
9653 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A30 - addu $s0, $a1, $zr <=> move $s0, $a1
9653 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A34 - sw $ra, 72($sp)
9654 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804A38 - jal 0x08804A7C
9654 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A3C - addu $a0, $sp, $zr <=> move $a0, $sp
9654 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A40 - lwc1 $f2, 8($s0)
9654 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A44 - lwc1 $f0, 0($s0)
9654 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A48 - lwc1 $f1, 4($s0)
9654 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A4C - addu $a0, $s1, $zr <=> move $a0, $s1
9654 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A50 - addu $a1, $s1, $zr <=> move $a1, $s1
9655 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A54 - addu $a2, $sp, $zr <=> move $a2, $sp
9655 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A58 - swc1 $f0, 48($sp)
9655 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A5C - swc1 $f1, 52($sp)
9655 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804A60 - jal 0x08804AD4
9655 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A64 - swc1 $f2, 56($sp)
9655 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A68 - lw $ra, 72($sp)
9656 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A6C - lw $s1, 68($sp)
9656 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A70 - lw $s0, 64($sp)
9656 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A74 - jr $ra
9656 user_main_a DEBUG compiler CodeInstruction.compile 0x8804A78 - addiu $sp, $sp, 80
9657 user_main_a DEBUG compiler Compiling _S1_2_8804BF0
9657 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804BF0 - lwc1 $f12, 0($a0)
9657 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BF4 - addiu $sp, $sp, -8
9657 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BF8 - sw $s0, 0($sp)
9657 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BFC - sw $ra, 4($sp)
9657 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804C00 - jal 0x08804D0C
9658 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C04 - addu $s0, $a0, $zr <=> move $s0, $a0
9658 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804C08 - jal 0x08804D38
9658 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C0C - lwc1 $f12, 4($s0)
9658 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C10 - lwc1 $f12, 8($s0)
9658 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C14 - lw $ra, 4($sp)
9658 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C18 - lw $s0, 0($sp)
9659 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804C1C - j 0x08804D64
9659 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C20 - addiu $sp, $sp, 8
9659 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804D64 - addiu $sp, $sp, -8
9659 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D68 - sw $ra, 0($sp)
9659 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D6C - lui $v0, 0x0881 <=> li $v0, 0x08810000
9659 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804D70 - jal 0x08804E78
9660 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D74 - lw $a0, -13312($v0)
9660 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D78 - addiu $v1, $zr, 1 <=> li $v1, 1
9660 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D7C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9660 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D80 - sw $v1, -10116($v0)
9660 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D84 - lw $ra, 0($sp)
9660 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D88 - jr $ra
9661 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D8C - addiu $sp, $sp, 8
9661 user_main_a DEBUG compiler Compiling _S1_2_8804D0C
9661 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804D0C - addiu $sp, $sp, -8
9661 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D10 - sw $ra, 0($sp)
9662 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D14 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9662 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804D18 - jal 0x08804D90
9662 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D1C - lw $a0, -13312($v0)
9662 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D20 - addiu $v1, $zr, 1 <=> li $v1, 1
9662 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D24 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9662 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D28 - sw $v1, -10116($v0)
9663 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D2C - lw $ra, 0($sp)
9663 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D30 - jr $ra
9663 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D34 - addiu $sp, $sp, 8
9663 user_main_a DEBUG compiler Compiling _S1_2_8804D90
9664 GUI DEBUG ge Wait for sync while stall reached
9664 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804D90 - addiu $sp, $sp, -80
9664 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9664 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D94 - swc1 $f20, 72($sp)
9664 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D98 - mov.s $f20, $f12
9664 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D9C - sw $ra, 68($sp)
9664 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DA0 - sw $s0, 64($sp)
9665 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DA4 - swc1 $f21, 76($sp)
9665 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804DA8 - jal 0x08806718
9665 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DAC - addu $s0, $a0, $zr <=> move $s0, $a0
9665 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DB0 - mov.s $f12, $f20
9665 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804DB4 - jal 0x088067EC
9665 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DB8 - mov.s $f21, $f0
9666 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DBC - mov.s $f20, $f0
9666 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804DC0 - jal 0x08804A7C
9666 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DC4 - addu $a0, $sp, $zr <=> move $a0, $sp
9666 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DC8 - neg.s $f0, $f20
9666 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DCC - addu $a0, $s0, $zr <=> move $a0, $s0
9666 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DD0 - addu $a1, $s0, $zr <=> move $a1, $s0
9667 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DD4 - addu $a2, $sp, $zr <=> move $a2, $sp
9667 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DD8 - swc1 $f21, 40($sp)
9667 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DDC - swc1 $f21, 20($sp)
9667 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DE0 - swc1 $f20, 24($sp)
9667 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804DE4 - jal 0x08804AD4
9667 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DE8 - swc1 $f0, 36($sp)
9667 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DEC - lw $ra, 68($sp)
9668 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DF0 - lw $s0, 64($sp)
9668 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DF4 - lwc1 $f21, 76($sp)
9668 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DF8 - lwc1 $f20, 72($sp)
9668 user_main_a DEBUG compiler CodeInstruction.compile 0x8804DFC - jr $ra
9668 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E00 - addiu $sp, $sp, 80
9669 user_main_a DEBUG compiler Compiling _S1_2_8804D38
9669 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804D38 - addiu $sp, $sp, -8
9669 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D3C - sw $ra, 0($sp)
9669 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D40 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9670 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804D44 - jal 0x08804E04
9670 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D48 - lw $a0, -13312($v0)
9670 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D4C - addiu $v1, $zr, 1 <=> li $v1, 1
9670 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D50 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9670 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D54 - sw $v1, -10116($v0)
9670 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D58 - lw $ra, 0($sp)
9671 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D5C - jr $ra
9671 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D60 - addiu $sp, $sp, 8
9671 user_main_a DEBUG compiler Compiling _S1_2_8804E04
9671 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804E04 - addiu $sp, $sp, -80
9672 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E08 - swc1 $f20, 72($sp)
9672 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E0C - mov.s $f20, $f12
9672 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E10 - sw $ra, 68($sp)
9672 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E14 - sw $s0, 64($sp)
9672 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E18 - swc1 $f21, 76($sp)
9672 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804E1C - jal 0x08806718
9673 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E20 - addu $s0, $a0, $zr <=> move $s0, $a0
9673 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E24 - mov.s $f12, $f20
9673 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804E28 - jal 0x088067EC
9673 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E2C - mov.s $f21, $f0
9673 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E30 - mov.s $f20, $f0
9673 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804E34 - jal 0x08804A7C
9674 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E38 - addu $a0, $sp, $zr <=> move $a0, $sp
9674 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E3C - neg.s $f0, $f20
9674 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E40 - addu $a0, $s0, $zr <=> move $a0, $s0
9674 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E44 - addu $a1, $s0, $zr <=> move $a1, $s0
9674 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E48 - addu $a2, $sp, $zr <=> move $a2, $sp
9674 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E4C - swc1 $f20, 32($sp)
9675 GUI DEBUG ge Wait for sync while stall reached
9675 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E50 - swc1 $f21, 40($sp)
9675 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9675 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E54 - swc1 $f21, 0($sp)
9675 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804E58 - jal 0x08804AD4
9675 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E5C - swc1 $f0, 8($sp)
9676 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E60 - lw $ra, 68($sp)
9676 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E64 - lw $s0, 64($sp)
9676 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E68 - lwc1 $f21, 76($sp)
9676 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E6C - lwc1 $f20, 72($sp)
9676 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E70 - jr $ra
9676 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E74 - addiu $sp, $sp, 80
9677 user_main_a DEBUG compiler Compiling _S1_2_8804E78
9677 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804E78 - addiu $sp, $sp, -80
9677 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E7C - swc1 $f20, 72($sp)
9678 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E80 - mov.s $f20, $f12
9678 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E84 - sw $ra, 68($sp)
9678 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E88 - sw $s0, 64($sp)
9678 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E8C - swc1 $f21, 76($sp)
9678 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804E90 - jal 0x08806718
9678 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E94 - addu $s0, $a0, $zr <=> move $s0, $a0
9678 user_main_a DEBUG compiler CodeInstruction.compile 0x8804E98 - mov.s $f12, $f20
9679 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804E9C - jal 0x088067EC
9679 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EA0 - mov.s $f21, $f0
9679 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EA4 - mov.s $f20, $f0
9679 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804EA8 - jal 0x08804A7C
9679 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EAC - addu $a0, $sp, $zr <=> move $a0, $sp
9679 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EB0 - neg.s $f0, $f20
9680 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EB4 - addu $a0, $s0, $zr <=> move $a0, $s0
9680 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EB8 - addu $a1, $s0, $zr <=> move $a1, $s0
9680 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EBC - addu $a2, $sp, $zr <=> move $a2, $sp
9680 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EC0 - swc1 $f21, 20($sp)
9680 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EC4 - swc1 $f21, 0($sp)
9680 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EC8 - swc1 $f20, 4($sp)
9681 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804ECC - jal 0x08804AD4
9681 user_main_a DEBUG compiler CodeInstruction.compile 0x8804ED0 - swc1 $f0, 16($sp)
9681 user_main_a DEBUG compiler CodeInstruction.compile 0x8804ED4 - lw $ra, 68($sp)
9681 user_main_a DEBUG compiler CodeInstruction.compile 0x8804ED8 - lw $s0, 64($sp)
9681 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EDC - lwc1 $f21, 76($sp)
9681 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EE0 - lwc1 $f20, 72($sp)
9682 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EE4 - jr $ra
9682 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EE8 - addiu $sp, $sp, 80
9682 user_main_a DEBUG compiler Compiling _S1_2_8806298
9683 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806298 - addiu $sp, $sp, -8
9683 user_main_a DEBUG compiler CodeInstruction.compile 0x880629C - sw $ra, 4($sp)
9683 user_main_a DEBUG compiler CodeInstruction.compile 0x88062A0 - sw $s0, 0($sp)
9683 user_main_a DEBUG compiler CodeInstruction.compile 0x88062A4 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9683 user_main_a DEBUG compiler CodeInstruction.compile 0x88062A8 - lw $v1, 20148($v0)
9684 user_main_a DEBUG compiler CodeInstruction.compile 0x88062AC - addiu $v0, $zr, 92 <=> li $v0, 92
9684 user_main_a DEBUG compiler CodeInstruction.compile 0x88062B0 - sll $a2, $a2, 0x0008
9684 user_main_a DEBUG compiler CodeInstruction.compile 0x88062B4 - mult $v1, $v0
9684 user_main_a DEBUG compiler CodeInstruction.compile 0x88062B8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9684 user_main_a DEBUG compiler CodeInstruction.compile 0x88062BC - addiu $v0, $v0, 19848
9684 user_main_a DEBUG compiler CodeInstruction.compile 0x88062C0 - sll $a1, $a1, 0x0010
9685 user_main_a DEBUG compiler CodeInstruction.compile 0x88062C4 - addu $s0, $a0, $zr <=> move $s0, $a0
9685 user_main_a DEBUG compiler CodeInstruction.compile 0x88062C8 - or $a1, $a1, $a2
9685 user_main_a DEBUG compiler CodeInstruction.compile 0x88062CC - or $a1, $a1, $a3
9685 user_main_a DEBUG compiler CodeInstruction.compile 0x88062D0 - addiu $a0, $zr, 194 <=> li $a0, 194
9685 user_main_a DEBUG compiler CodeInstruction.compile 0x88062D4 - mflo $v1
9685 user_main_a DEBUG compiler CodeInstruction.compile 0x88062D8 - addu $v1, $v1, $v0
9686 GUI DEBUG ge Wait for sync while stall reached
9686 user_main_a DEBUG compiler CodeInstruction.compile < 0x88062DC - jal 0x088063D8
9686 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9686 user_main_a DEBUG compiler CodeInstruction.compile 0x88062E0 - sw $s0, 88($v1)
9686 user_main_a DEBUG compiler CodeInstruction.compile 0x88062E4 - addu $a1, $s0, $zr <=> move $a1, $s0
9686 user_main_a DEBUG compiler CodeInstruction.compile < 0x88062E8 - jal 0x088063D8
9687 user_main_a DEBUG compiler CodeInstruction.compile 0x88062EC - addiu $a0, $zr, 195 <=> li $a0, 195
9687 user_main_a DEBUG compiler CodeInstruction.compile 0x88062F0 - lw $ra, 4($sp)
9687 user_main_a DEBUG compiler CodeInstruction.compile 0x88062F4 - lw $s0, 0($sp)
9687 user_main_a DEBUG compiler CodeInstruction.compile < 0x88062F8 - j 0x0880670C
9687 user_main_a DEBUG compiler CodeInstruction.compile 0x88062FC - addiu $sp, $sp, 8
9687 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9688 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9688 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9688 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9688 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9688 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9688 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9689 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9689 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9689 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9689 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9689 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9689 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806408 - mfc1 $v0, $f12
9690 user_main_a DEBUG compiler CodeInstruction.compile < 0x880640C - j 0x088063D8
9690 user_main_a DEBUG compiler CodeInstruction.compile 0x8806410 - srl $a1, $v0, 0x0008
9690 user_main_a DEBUG compiler CodeInstruction.compile > 0x880670C - mtc1 $zr, $f12
9690 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806710 - j 0x08806408
9690 user_main_a DEBUG compiler CodeInstruction.compile 0x8806714 - addiu $a0, $zr, 203 <=> li $a0, 203
9691 user_main_a DEBUG compiler Compiling _S1_2_88061D4
9691 user_main_a DEBUG compiler CodeInstruction.compile > 0x88061D4 - addiu $sp, $sp, -24
9691 user_main_a DEBUG compiler CodeInstruction.compile 0x88061D8 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9692 user_main_a DEBUG compiler CodeInstruction.compile 0x88061DC - sw $s1, 4($sp)
9692 user_main_a DEBUG compiler CodeInstruction.compile 0x88061E0 - addiu $v0, $v0, -23916
9692 user_main_a DEBUG compiler CodeInstruction.compile 0x88061E4 - sll $s1, $a0, 0x0002
9692 user_main_a DEBUG compiler CodeInstruction.compile 0x88061E8 - addu $v0, $s1, $v0
9692 user_main_a DEBUG compiler CodeInstruction.compile 0x88061EC - sw $s4, 16($sp)
9692 user_main_a DEBUG compiler CodeInstruction.compile 0x88061F0 - lw $a0, 0($v0)
9693 user_main_a DEBUG compiler CodeInstruction.compile 0x88061F4 - addu $s4, $a1, $zr <=> move $s4, $a1
9693 user_main_a DEBUG compiler CodeInstruction.compile 0x88061F8 - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9693 user_main_a DEBUG compiler CodeInstruction.compile 0x88061FC - ori $a1, $a1, -1
9693 user_main_a DEBUG compiler CodeInstruction.compile 0x8806200 - and $a1, $t0, $a1
9693 user_main_a DEBUG compiler CodeInstruction.compile 0x8806204 - sw $ra, 20($sp)
9693 user_main_a DEBUG compiler CodeInstruction.compile 0x8806208 - sw $s3, 12($sp)
9693 user_main_a DEBUG compiler CodeInstruction.compile 0x880620C - sw $s2, 8($sp)
9694 user_main_a DEBUG compiler CodeInstruction.compile 0x8806210 - addu $s3, $a2, $zr <=> move $s3, $a2
9694 user_main_a DEBUG compiler CodeInstruction.compile 0x8806214 - addu $s2, $a3, $zr <=> move $s2, $a3
9694 user_main_a DEBUG compiler CodeInstruction.compile 0x8806218 - sw $s0, 0($sp)
9694 user_main_a DEBUG compiler CodeInstruction.compile < 0x880621C - jal 0x088063D8
9694 user_main_a DEBUG compiler CodeInstruction.compile 0x8806220 - addu $s0, $t0, $zr <=> move $s0, $t0
9694 user_main_a DEBUG compiler CodeInstruction.compile 0x8806224 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9695 user_main_a DEBUG compiler CodeInstruction.compile 0x8806228 - addiu $v0, $v0, -23884
9695 user_main_a DEBUG compiler CodeInstruction.compile 0x880622C - addu $v0, $s1, $v0
9695 user_main_a DEBUG compiler CodeInstruction.compile 0x8806230 - lui $v1, 0x000F <=> li $v1, 0x000F0000
9695 user_main_a DEBUG compiler CodeInstruction.compile 0x8806234 - lw $a0, 0($v0)
9695 user_main_a DEBUG compiler CodeInstruction.compile 0x8806238 - srl $s0, $s0, 0x0008
9695 user_main_a DEBUG compiler CodeInstruction.compile 0x880623C - and $s0, $s0, $v1
9696 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806240 - jal 0x088063D8
9696 user_main_a DEBUG compiler CodeInstruction.compile 0x8806244 - or $a1, $s0, $s2
9696 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806248 - jal 0x088061A8
9696 user_main_a DEBUG compiler CodeInstruction.compile 0x880624C - addu $a0, $s3, $zr <=> move $a0, $s3
9696 user_main_a DEBUG compiler CodeInstruction.compile 0x8806250 - addu $a0, $s4, $zr <=> move $a0, $s4
9696 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806254 - jal 0x088061A8
9697 GUI DEBUG ge Wait for sync while stall reached
9697 user_main_a DEBUG compiler CodeInstruction.compile 0x8806258 - addu $s0, $v0, $zr <=> move $s0, $v0
9697 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9697 user_main_a DEBUG compiler CodeInstruction.compile 0x880625C - lui $v1, 0x0881 <=> li $v1, 0x08810000
9697 user_main_a DEBUG compiler CodeInstruction.compile 0x8806260 - addiu $v1, $v1, -23852
9697 user_main_a DEBUG compiler CodeInstruction.compile 0x8806264 - addu $s1, $s1, $v1
9698 user_main_a DEBUG compiler CodeInstruction.compile 0x8806268 - lw $a0, 0($s1)
9698 user_main_a DEBUG compiler CodeInstruction.compile 0x880626C - sll $s0, $s0, 0x0008
9698 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806270 - jal 0x088063D8
9698 user_main_a DEBUG compiler CodeInstruction.compile 0x8806274 - or $a1, $s0, $v0
9698 user_main_a DEBUG compiler CodeInstruction.compile 0x8806278 - lw $ra, 20($sp)
9698 user_main_a DEBUG compiler CodeInstruction.compile 0x880627C - lw $s4, 16($sp)
9699 user_main_a DEBUG compiler CodeInstruction.compile 0x8806280 - lw $s3, 12($sp)
9699 user_main_a DEBUG compiler CodeInstruction.compile 0x8806284 - lw $s2, 8($sp)
9699 user_main_a DEBUG compiler CodeInstruction.compile 0x8806288 - lw $s1, 4($sp)
9699 user_main_a DEBUG compiler CodeInstruction.compile 0x880628C - lw $s0, 0($sp)
9699 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806290 - j 0x0880670C
9699 user_main_a DEBUG compiler CodeInstruction.compile 0x8806294 - addiu $sp, $sp, 24
9700 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9700 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9700 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9700 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9700 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9700 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9701 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9701 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9701 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9701 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9701 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9701 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9702 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806408 - mfc1 $v0, $f12
9702 user_main_a DEBUG compiler CodeInstruction.compile < 0x880640C - j 0x088063D8
9702 user_main_a DEBUG compiler CodeInstruction.compile 0x8806410 - srl $a1, $v0, 0x0008
9702 user_main_a DEBUG compiler CodeInstruction.compile > 0x880670C - mtc1 $zr, $f12
9702 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806710 - j 0x08806408
9703 user_main_a DEBUG compiler CodeInstruction.compile 0x8806714 - addiu $a0, $zr, 203 <=> li $a0, 203
9703 user_main_a DEBUG compiler Compiling _S1_2_88061A8
9703 user_main_a DEBUG compiler CodeInstruction.compile > 0x88061A8 - addiu $a1, $zr, 9 <=> li $a1, 9
9704 user_main_a DEBUG compiler CodeInstruction.compile 0x88061AC - addu $v1, $a1, $zr <=> move $v1, $a1
9704 user_main_a DEBUG compiler CodeInstruction.compile > 0x88061B0 - srav $v0, $a0, $v1
9704 user_main_a DEBUG compiler CodeInstruction.compile 0x88061B4 - andi $v0, $v0, 1
9704 user_main_a DEBUG compiler CodeInstruction.compile < 0x88061B8 - bne $v0, $zr, 0x088061CC
9704 user_main_a DEBUG compiler CodeInstruction.compile 0x88061BC - addiu $a1, $a1, -1
9704 user_main_a DEBUG compiler CodeInstruction.compile < 0x88061C0 - bne $a1, $zr, 0x088061B0
9705 user_main_a DEBUG compiler CodeInstruction.compile 0x88061C4 - addu $v1, $a1, $zr <=> move $v1, $a1
9705 user_main_a DEBUG compiler CodeInstruction.compile 0x88061C8 - addu $v1, $zr, $zr <=> li $v1, 0
9705 user_main_a DEBUG compiler CodeInstruction.compile > 0x88061CC - jr $ra
9705 user_main_a DEBUG compiler CodeInstruction.compile 0x88061D0 - addu $v0, $v1, $zr <=> move $v0, $v1
9706 user_main_a DEBUG compiler Compiling _S1_2_880616C
9706 user_main_a DEBUG compiler CodeInstruction.compile > 0x880616C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9706 user_main_a DEBUG compiler CodeInstruction.compile 0x8806170 - lw $a2, 20148($v0)
9706 user_main_a DEBUG compiler CodeInstruction.compile 0x8806174 - addiu $v1, $zr, 92 <=> li $v1, 92
9706 user_main_a DEBUG compiler CodeInstruction.compile 0x8806178 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9707 user_main_a DEBUG compiler CodeInstruction.compile 0x880617C - mult $a2, $v1
9707 user_main_a DEBUG compiler CodeInstruction.compile 0x8806180 - addiu $v0, $v0, 19848
9707 user_main_a DEBUG compiler CodeInstruction.compile 0x8806184 - sll $a1, $a1, 0x0008
9707 user_main_a DEBUG compiler CodeInstruction.compile 0x8806188 - or $a1, $a1, $a0
9707 user_main_a DEBUG compiler CodeInstruction.compile 0x880618C - addiu $a0, $zr, 201 <=> li $a0, 201
9707 user_main_a DEBUG compiler CodeInstruction.compile 0x8806190 - mflo $a2
9708 user_main_a DEBUG compiler CodeInstruction.compile 0x8806194 - addu $a2, $a2, $v0
9708 GUI DEBUG ge Wait for sync while stall reached
9708 user_main_a DEBUG compiler CodeInstruction.compile 0x8806198 - lw $v1, 44($a2)
9708 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9708 user_main_a DEBUG compiler CodeInstruction.compile 0x880619C - sw $a1, 48($a2)
9708 user_main_a DEBUG compiler CodeInstruction.compile < 0x88061A0 - j 0x088063D8
9709 user_main_a DEBUG compiler CodeInstruction.compile 0x88061A4 - or $a1, $a1, $v1
9709 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9709 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9709 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9709 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9709 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9710 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9710 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9710 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9710 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9710 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9710 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9711 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9711 user_main_a DEBUG compiler Compiling _S1_2_8806144
9711 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806144 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9712 user_main_a DEBUG compiler CodeInstruction.compile 0x8806148 - ori $v0, $v0, -1
9712 user_main_a DEBUG compiler CodeInstruction.compile 0x880614C - and $a0, $a0, $v0
9712 user_main_a DEBUG compiler CodeInstruction.compile 0x8806150 - addu $a1, $a0, $zr <=> move $a1, $a0
9712 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806154 - j 0x088063D8
9712 user_main_a DEBUG compiler CodeInstruction.compile 0x8806158 - addiu $a0, $zr, 202 <=> li $a0, 202
9713 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9713 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9713 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9713 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9713 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9713 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9714 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9714 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9714 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9714 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9714 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9714 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9715 user_main_a DEBUG compiler Compiling _S1_2_880615C
9715 user_main_a DEBUG compiler CodeInstruction.compile > 0x880615C - sll $a1, $a1, 0x0008
9715 user_main_a DEBUG compiler CodeInstruction.compile 0x8806160 - or $a1, $a1, $a0
9715 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806164 - j 0x088063D8
9716 user_main_a DEBUG compiler CodeInstruction.compile 0x8806168 - addiu $a0, $zr, 198 <=> li $a0, 198
9716 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9716 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9716 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9716 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9716 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9717 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9717 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9717 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9717 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9717 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9717 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9718 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9718 user_main_a DEBUG compiler Compiling _S1_2_8806300
9718 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806300 - addiu $sp, $sp, -16
9718 user_main_a DEBUG compiler CodeInstruction.compile 0x8806304 - swc1 $f20, 8($sp)
9719 GUI DEBUG ge Wait for sync while stall reached
9719 user_main_a DEBUG compiler CodeInstruction.compile 0x8806308 - mov.s $f20, $f13
9719 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9719 user_main_a DEBUG compiler CodeInstruction.compile 0x880630C - sw $ra, 0($sp)
9719 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806310 - jal 0x08806408
9719 user_main_a DEBUG compiler CodeInstruction.compile 0x8806314 - addiu $a0, $zr, 74 <=> li $a0, 74
9720 user_main_a DEBUG compiler CodeInstruction.compile 0x8806318 - mov.s $f12, $f20
9720 user_main_a DEBUG compiler CodeInstruction.compile 0x880631C - lw $ra, 0($sp)
9720 user_main_a DEBUG compiler CodeInstruction.compile 0x8806320 - lwc1 $f20, 8($sp)
9720 user_main_a DEBUG compiler CodeInstruction.compile 0x8806324 - addiu $a0, $zr, 75 <=> li $a0, 75
9720 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806328 - j 0x08806408
9721 user_main_a DEBUG compiler CodeInstruction.compile 0x880632C - addiu $sp, $sp, 16
9721 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9721 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9721 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9721 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9721 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9722 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9722 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9722 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9722 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9722 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9722 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9723 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9723 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806408 - mfc1 $v0, $f12
9723 user_main_a DEBUG compiler CodeInstruction.compile < 0x880640C - j 0x088063D8
9723 user_main_a DEBUG compiler CodeInstruction.compile 0x8806410 - srl $a1, $v0, 0x0008
9724 user_main_a DEBUG compiler Compiling _S1_2_8804EEC
9724 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804EEC - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9724 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EF0 - addiu $sp, $sp, -8
9724 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EF4 - ori $a1, $a1, -1
9725 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EF8 - sw $s0, 0($sp)
9725 user_main_a DEBUG compiler CodeInstruction.compile 0x8804EFC - and $a1, $a0, $a1
9725 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F00 - addu $s0, $a0, $zr <=> move $s0, $a0
9725 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F04 - sw $ra, 4($sp)
9725 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804F08 - jal 0x088063D8
9725 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F0C - addiu $a0, $zr, 85 <=> li $a0, 85
9726 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F10 - srl $a1, $s0, 0x0018
9726 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F14 - lw $ra, 4($sp)
9726 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F18 - lw $s0, 0($sp)
9726 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F1C - addiu $a0, $zr, 88 <=> li $a0, 88
9726 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804F20 - j 0x088063D8
9726 user_main_a DEBUG compiler CodeInstruction.compile 0x8804F24 - addiu $sp, $sp, 8
9727 user_main_a DEBUG compiler CodeInstruction.compile > 0x88063D8 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9727 user_main_a DEBUG compiler CodeInstruction.compile 0x88063DC - lw $v1, 20132($v0)
9727 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E0 - lui $v0, 0x00FF <=> li $v0, 0x00FF0000
9727 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E4 - ori $v0, $v0, -1
9727 user_main_a DEBUG compiler CodeInstruction.compile 0x88063E8 - lw $a2, 4($v1)
9727 user_main_a DEBUG compiler CodeInstruction.compile 0x88063EC - and $a1, $a1, $v0
9728 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F0 - sll $a0, $a0, 0x0018
9728 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F4 - or $a0, $a0, $a1
9728 user_main_a DEBUG compiler CodeInstruction.compile 0x88063F8 - addiu $v0, $a2, 4
9728 user_main_a DEBUG compiler CodeInstruction.compile 0x88063FC - sw $v0, 4($v1)
9728 user_main_a DEBUG compiler CodeInstruction.compile 0x8806400 - jr $ra
9728 user_main_a DEBUG compiler CodeInstruction.compile 0x8806404 - sw $a0, 0($a2)
9729 user_main_a DEBUG compiler Compiling _S1_2_8804B88
9729 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804B88 - addiu $sp, $sp, -24
9729 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B8C - sw $s4, 16($sp)
9730 GUI DEBUG ge Wait for sync while stall reached
9730 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B90 - sw $s3, 12($sp)
9730 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9730 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B94 - sw $s2, 8($sp)
9730 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B98 - sw $s1, 4($sp)
9730 user_main_a DEBUG compiler CodeInstruction.compile 0x8804B9C - sw $s0, 0($sp)
9731 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BA0 - addu $s1, $a1, $zr <=> move $s1, $a1
9731 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BA4 - addu $s0, $a0, $zr <=> move $s0, $a0
9731 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BA8 - addu $s2, $a2, $zr <=> move $s2, $a2
9731 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BAC - addu $s3, $a3, $zr <=> move $s3, $a3
9731 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BB0 - sw $ra, 20($sp)
9732 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804BB4 - jal 0x08804C5C
9732 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BB8 - addu $s4, $t0, $zr <=> move $s4, $t0
9732 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BBC - addu $a0, $s0, $zr <=> move $a0, $s0
9732 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BC0 - addu $a1, $s1, $zr <=> move $a1, $s1
9732 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BC4 - addu $a2, $s2, $zr <=> move $a2, $s2
9732 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BC8 - addu $a3, $s3, $zr <=> move $a3, $s3
9733 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BCC - addu $t0, $s4, $zr <=> move $t0, $s4
9733 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BD0 - lw $ra, 20($sp)
9733 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BD4 - lw $s4, 16($sp)
9733 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BD8 - lw $s3, 12($sp)
9733 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BDC - lw $s2, 8($sp)
9733 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BE0 - lw $s1, 4($sp)
9734 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BE4 - lw $s0, 0($sp)
9734 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804BE8 - j 0x08805470
9734 user_main_a DEBUG compiler CodeInstruction.compile 0x8804BEC - addiu $sp, $sp, 24
9734 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805470 - addiu $sp, $sp, -24
9734 user_main_a DEBUG compiler CodeInstruction.compile 0x8805474 - sw $s3, 12($sp)
9734 user_main_a DEBUG compiler CodeInstruction.compile 0x8805478 - sw $s2, 8($sp)
9735 user_main_a DEBUG compiler CodeInstruction.compile 0x880547C - sw $s1, 4($sp)
9735 user_main_a DEBUG compiler CodeInstruction.compile 0x8805480 - sw $s0, 0($sp)
9735 user_main_a DEBUG compiler CodeInstruction.compile 0x8805484 - addu $s2, $a0, $zr <=> move $s2, $a0
9735 user_main_a DEBUG compiler CodeInstruction.compile 0x8805488 - sw $ra, 16($sp)
9735 user_main_a DEBUG compiler CodeInstruction.compile 0x880548C - addu $s0, $a3, $zr <=> move $s0, $a3
9736 user_main_a DEBUG compiler CodeInstruction.compile 0x8805490 - addu $s1, $t0, $zr <=> move $s1, $t0
9736 user_main_a DEBUG compiler CodeInstruction.compile 0x8805494 - addu $s3, $a2, $zr <=> move $s3, $a2
9736 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805498 - bne $a1, $zr, 0x08805520
9736 user_main_a DEBUG compiler CodeInstruction.compile 0x880549C - addiu $a0, $zr, 18 <=> li $a0, 18
9736 user_main_a DEBUG compiler CodeInstruction.compile 0x88054A0 - srl $v0, $s0, 0x0008
9736 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88054A4 - beq $s0, $zr, 0x088054CC
9737 user_main_a DEBUG compiler CodeInstruction.compile 0x88054A8 - addiu $a0, $zr, 16 <=> li $a0, 16
9737 user_main_a DEBUG compiler CodeInstruction.compile 0x88054AC - lui $a1, 0x000F <=> li $a1, 0x000F0000
9737 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054B0 - jal 0x088063D8
9737 user_main_a DEBUG compiler CodeInstruction.compile 0x88054B4 - and $a1, $v0, $a1
9737 user_main_a DEBUG compiler CodeInstruction.compile 0x88054B8 - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9737 user_main_a DEBUG compiler CodeInstruction.compile 0x88054BC - ori $a1, $a1, -1
9738 user_main_a DEBUG compiler CodeInstruction.compile 0x88054C0 - and $a1, $s0, $a1
9738 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054C4 - jal 0x088063D8
9738 user_main_a DEBUG compiler CodeInstruction.compile 0x88054C8 - addiu $a0, $zr, 2 <=> li $a0, 2
9738 user_main_a DEBUG compiler CodeInstruction.compile > 0x88054CC - srl $v0, $s1, 0x0008
9738 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054D0 - beq $s1, $zr, 0x088054F8
9739 user_main_a DEBUG compiler CodeInstruction.compile 0x88054D4 - addiu $a0, $zr, 16 <=> li $a0, 16
9739 user_main_a DEBUG compiler CodeInstruction.compile 0x88054D8 - lui $a1, 0x000F <=> li $a1, 0x000F0000
9739 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054DC - jal 0x088063D8
9739 user_main_a DEBUG compiler CodeInstruction.compile 0x88054E0 - and $a1, $v0, $a1
9739 user_main_a DEBUG compiler CodeInstruction.compile 0x88054E4 - lui $a1, 0x00FF <=> li $a1, 0x00FF0000
9739 user_main_a DEBUG compiler CodeInstruction.compile 0x88054E8 - ori $a1, $a1, -1
9740 user_main_a DEBUG compiler CodeInstruction.compile 0x88054EC - and $a1, $s1, $a1
9740 user_main_a DEBUG compiler CodeInstruction.compile < 0x88054F0 - jal 0x088063D8
9740 user_main_a DEBUG compiler CodeInstruction.compile 0x88054F4 - addiu $a0, $zr, 1 <=> li $a0, 1
9740 user_main_a DEBUG compiler CodeInstruction.compile > 0x88054F8 - sll $a1, $s2, 0x0010
9740 user_main_a DEBUG compiler CodeInstruction.compile 0x88054FC - or $a1, $a1, $s3
9740 user_main_a DEBUG compiler CodeInstruction.compile 0x8805500 - lw $ra, 16($sp)
9741 user_main_a DEBUG compiler CodeInstruction.compile 0x8805504 - lw $s3, 12($sp)
9741 GUI DEBUG ge Wait for sync while stall reached
9741 user_main_a DEBUG compiler CodeInstruction.compile 0x8805508 - lw $s2, 8($sp)
9741 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9741 user_main_a DEBUG compiler CodeInstruction.compile 0x880550C - lw $s1, 4($sp)
9742 user_main_a DEBUG compiler CodeInstruction.compile 0x8805510 - lw $s0, 0($sp)
9742 user_main_a DEBUG compiler CodeInstruction.compile 0x8805514 - addiu $a0, $zr, 4 <=> li $a0, 4
9742 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805518 - j 0x08806414
9742 user_main_a DEBUG compiler CodeInstruction.compile 0x880551C - addiu $sp, $sp, 24
9742 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805520 - jal 0x088063D8
9742 user_main_a DEBUG compiler CodeInstruction.compile 0x8805524 - nop
9743 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805528 - j 0x088054A4
9743 user_main_a DEBUG compiler CodeInstruction.compile 0x880552C - srl $v0, $s0, 0x0008
9743 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806414 - addiu $sp, $sp, -8
9743 user_main_a DEBUG compiler CodeInstruction.compile 0x8806418 - sw $ra, 0($sp)
9743 user_main_a DEBUG compiler CodeInstruction.compile < 0x880641C - jal 0x088063D8
9743 user_main_a DEBUG compiler CodeInstruction.compile 0x8806420 - nop
9744 user_main_a DEBUG compiler CodeInstruction.compile 0x8806424 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9744 user_main_a DEBUG compiler CodeInstruction.compile 0x8806428 - lw $v1, 20128($v0)
9744 user_main_a DEBUG compiler CodeInstruction.compile < 0x880642C - bne $v1, $zr, 0x08806440
9744 user_main_a DEBUG compiler CodeInstruction.compile 0x8806430 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9745 user_main_a DEBUG compiler CodeInstruction.compile 0x8806434 - lw $v1, 20148($v0)
9745 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806438 - beq $v1, $zr, 0x0880644C
9745 user_main_a DEBUG compiler CodeInstruction.compile 0x880643C - lui $v0, 0x0891 <=> li $v0, 0x08910000
9745 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806440 - lw $ra, 0($sp)
9745 user_main_a DEBUG compiler CodeInstruction.compile 0x8806444 - jr $ra
9745 user_main_a DEBUG compiler CodeInstruction.compile 0x8806448 - addiu $sp, $sp, 8
9746 user_main_a DEBUG compiler CodeInstruction.compile > 0x880644C - lw $a2, 20132($v0)
9746 user_main_a DEBUG compiler CodeInstruction.compile 0x8806450 - lui $v1, 0x0891 <=> li $v1, 0x08910000
9746 user_main_a DEBUG compiler CodeInstruction.compile 0x8806454 - lw $a0, 20136($v1)
9746 user_main_a DEBUG compiler CodeInstruction.compile 0x8806458 - lw $a1, 4($a2)
9746 user_main_a DEBUG compiler CodeInstruction.compile 0x880645C - lw $ra, 0($sp)
9746 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806460 - j 0x08809EA0 [sceGeListUpdateStallAddr]
9747 user_main_a DEBUG compiler CodeInstruction.compile 0x8806464 - addiu $sp, $sp, 8
9747 user_main_a DEBUG compiler CodeInstruction.compile > 0x8809EA0 - jr $ra
9747 user_main_a DEBUG compiler CodeInstruction.compile 0x8809EA4 - syscall 0x045A6 [sceGeListUpdateStallAddr]
9748 user_main_a DEBUG compiler Compiling _S1_2_8804C5C
9748 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804C5C - addiu $sp, $sp, -24
9749 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C60 - sw $s3, 12($sp)
9749 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C64 - sw $s2, 8($sp)
9749 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C68 - sw $s1, 4($sp)
9749 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C6C - sw $s0, 0($sp)
9749 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C70 - sw $ra, 16($sp)
9750 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C74 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9750 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C78 - lw $v1, -10136($v0)
9750 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C7C - lui $a2, 0x0891 <=> li $a2, 0x08910000
9750 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C80 - lui $v0, 0x0881 <=> li $v0, 0x08810000
9750 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C84 - lw $a3, -13312($v0)
9750 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C88 - lw $t0, -10116($a2)
9751 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C8C - lui $a0, 0x0881 <=> li $a0, 0x08810000
9751 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C90 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9751 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C94 - sll $v1, $v1, 0x0002
9751 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C98 - addiu $a0, $a0, -13308
9751 user_main_a DEBUG compiler CodeInstruction.compile 0x8804C9C - addiu $v0, $v0, -10132
9752 GUI DEBUG ge Wait for sync while stall reached
9752 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CA0 - addu $a1, $v1, $v0
9752 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9752 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CA4 - addu $v1, $v1, $a0
9752 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CA8 - sw $a3, 0($v1)
9752 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CAC - sw $t0, 0($a1)
9753 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CB0 - sw $zr, -10116($a2)
9753 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CB4 - addu $s1, $v0, $zr <=> move $s1, $v0
9753 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CB8 - addu $s2, $a0, $zr <=> move $s2, $a0
9753 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CBC - addu $s0, $zr, $zr <=> li $s0, 0
9753 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CC0 - addiu $s3, $zr, 4 <=> li $s3, 4
9753 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804CC4 - lw $v0, 0($s1)
9754 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CC8 - addu $a0, $s0, $zr <=> move $a0, $s0
9754 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804CCC - bne $v0, $zr, 0x08804CFC
9754 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CD0 - addiu $s0, $s0, 1
9754 user_main_a DEBUG compiler CodeInstruction.compile > 0x8804CD4 - addiu $s1, $s1, 4
9754 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804CD8 - bne $s0, $s3, 0x08804CC4
9755 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CDC - addiu $s2, $s2, 4
9755 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CE0 - lw $ra, 16($sp)
9755 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CE4 - lw $s3, 12($sp)
9755 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CE8 - lw $s2, 8($sp)
9755 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CEC - lw $s1, 4($sp)
9755 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CF0 - lw $s0, 0($sp)
9756 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CF4 - jr $ra
9756 user_main_a DEBUG compiler CodeInstruction.compile 0x8804CF8 - addiu $sp, $sp, 24
9756 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8804CFC - jal 0x08805CCC
9756 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D00 - lw $a1, 0($s2)
9756 user_main_a DEBUG compiler CodeInstruction.compile < 0x8804D04 - j 0x08804CD4
9756 user_main_a DEBUG compiler CodeInstruction.compile 0x8804D08 - sw $zr, 0($s1)
9757 user_main_a DEBUG compiler Compiling _S1_2_8805CCC
9758 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805CCC - addiu $sp, $sp, -24
9758 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CD0 - addiu $v0, $zr, 1 <=> li $v0, 1
9758 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CD4 - sw $s1, 4($sp)
9758 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CD8 - sw $ra, 16($sp)
9759 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CDC - sw $s3, 12($sp)
9759 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CE0 - sw $s2, 8($sp)
9759 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CE4 - sw $s0, 0($sp)
9759 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805CE8 - beq $a0, $v0, 0x08805D28
9759 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CEC - addu $s1, $a1, $zr <=> move $s1, $a1
9760 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CF0 - slti $v0, $a0, 2
9760 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805CF4 - bne $v0, $zr, 0x08805DE8
9760 user_main_a DEBUG compiler CodeInstruction.compile 0x8805CF8 - addiu $v0, $zr, 2 <=> li $v0, 2
9760 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805CFC - beq $a0, $v0, 0x08805D88
9760 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D00 - addiu $v0, $zr, 3 <=> li $v0, 3
9760 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805D04 - beq $a0, $v0, 0x08805E28
9761 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D08 - addiu $a0, $zr, 64 <=> li $a0, 64
9761 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D0C - lw $ra, 16($sp)
9761 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805D10 - lw $s3, 12($sp)
9761 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D14 - lw $s2, 8($sp)
9761 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D18 - lw $s1, 4($sp)
9762 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D1C - lw $s0, 0($sp)
9762 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D20 - jr $ra
9762 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D24 - addiu $sp, $sp, 24
9762 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805D28 - mtc1 $zr, $f12
9762 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D2C - addiu $a0, $zr, 60 <=> li $a0, 60
9762 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D30 - addu $s2, $a1, $zr <=> move $s2, $a1
9763 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805D34 - jal 0x08806408
9763 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D38 - addiu $s3, $s1, 64
9763 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D3C - addu $s1, $s2, $zr <=> move $s1, $s2
9763 GUI DEBUG ge Wait for sync while stall reached
9763 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805D40 - addu $s0, $zr, $zr <=> li $s0, 0
9763 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9764 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805D44 - lwc1 $f12, 0($s1)
9764 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D48 - addiu $a0, $zr, 61 <=> li $a0, 61
9764 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805D4C - jal 0x08806408
9764 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D50 - addiu $s0, $s0, 1
9765 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D54 - addiu $v0, $zr, 3 <=> li $v0, 3
9765 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805D58 - bne $s0, $v0, 0x08805D44
9765 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D5C - addiu $s1, $s1, 4
9765 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D60 - addiu $s2, $s2, 16
9765 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805D64 - bne $s2, $s3, 0x08805D40
9765 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D68 - addu $s1, $s2, $zr <=> move $s1, $s2
9766 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D6C - lw $ra, 16($sp)
9766 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D70 - lw $s3, 12($sp)
9766 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D74 - lw $s2, 8($sp)
9766 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D78 - lw $s1, 4($sp)
9766 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D7C - lw $s0, 0($sp)
9767 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D80 - jr $ra
9767 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D84 - addiu $sp, $sp, 24
9767 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805D88 - mtc1 $zr, $f12
9767 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D8C - addiu $a0, $zr, 58 <=> li $a0, 58
9767 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D90 - addu $s2, $a1, $zr <=> move $s2, $a1
9767 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805D94 - jal 0x08806408
9768 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D98 - addiu $s3, $s1, 64
9768 user_main_a DEBUG compiler CodeInstruction.compile 0x8805D9C - addu $s1, $s2, $zr <=> move $s1, $s2
9768 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805DA0 - addu $s0, $zr, $zr <=> li $s0, 0
9768 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805DA4 - lwc1 $f12, 0($s1)
9768 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DA8 - addiu $a0, $zr, 59 <=> li $a0, 59
9769 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805DAC - jal 0x08806408
9769 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DB0 - addiu $s0, $s0, 1
9769 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DB4 - addiu $v0, $zr, 3 <=> li $v0, 3
9769 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805DB8 - bne $s0, $v0, 0x08805DA4
9769 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DBC - addiu $s1, $s1, 4
9769 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DC0 - addiu $s2, $s2, 16
9770 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805DC4 - bne $s2, $s3, 0x08805DA0
9770 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DC8 - addu $s1, $s2, $zr <=> move $s1, $s2
9770 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DCC - lw $ra, 16($sp)
9770 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DD0 - lw $s3, 12($sp)
9770 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DD4 - lw $s2, 8($sp)
9771 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DD8 - lw $s1, 4($sp)
9771 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DDC - lw $s0, 0($sp)
9771 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DE0 - jr $ra
9771 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DE4 - addiu $sp, $sp, 24
9771 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8805DE8 - bne $a0, $zr, 0x08805D10
9772 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DEC - lw $ra, 16($sp)
9772 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DF0 - mtc1 $zr, $f12
9772 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805DF4 - jal 0x08806408
9772 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DF8 - addiu $a0, $zr, 62 <=> li $a0, 62
9772 user_main_a DEBUG compiler CodeInstruction.compile 0x8805DFC - addu $s0, $zr, $zr <=> li $s0, 0
9773 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E00 - addiu $s2, $zr, 64 <=> li $s2, 64
9773 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E04 - addu $v0, $s1, $s0
9773 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805E08 - lwc1 $f12, 0($v0)
9773 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E0C - addiu $s0, $s0, 4
9773 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E10 - jal 0x08806408
9773 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E14 - addiu $a0, $zr, 63 <=> li $a0, 63
9774 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E18 - bne $s0, $s2, 0x08805E08
9774 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E1C - addu $v0, $s1, $s0
9774 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E20 - j 0x08805D10
9774 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E24 - lw $ra, 16($sp)
9774 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805E28 - mtc1 $zr, $f12
9775 GUI DEBUG ge Wait for sync while stall reached
9775 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E2C - addu $s2, $a1, $zr <=> move $s2, $a1
9775 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
9775 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E30 - jal 0x08806408
9775 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E34 - addiu $s3, $s1, 64
9776 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E38 - addu $s1, $s2, $zr <=> move $s1, $s2
9776 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805E3C - addu $s0, $zr, $zr <=> li $s0, 0
9776 user_main_a DEBUG compiler CodeInstruction.compile > 0x8805E40 - lwc1 $f12, 0($s1)
9776 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E44 - addiu $a0, $zr, 65 <=> li $a0, 65
9776 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E48 - jal 0x08806408
9776 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E4C - addiu $s0, $s0, 1
9777 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E50 - addiu $v0, $zr, 3 <=> li $v0, 3
9777 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E54 - bne $s0, $v0, 0x08805E40
9777 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E58 - addiu $s1, $s1, 4
9777 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E5C - addiu $s2, $s2, 16
9777 user_main_a DEBUG compiler CodeInstruction.compile < 0x8805E60 - bne $s2, $s3, 0x08805E3C
9778 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E64 - addu $s1, $s2, $zr <=> move $s1, $s2
9778 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E68 - lw $ra, 16($sp)
9778 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E6C - lw $s3, 12($sp)
9778 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E70 - lw $s2, 8($sp)
9778 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E74 - lw $s1, 4($sp)
9778 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E78 - lw $s0, 0($sp)
9779 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E7C - jr $ra
9779 user_main_a DEBUG compiler CodeInstruction.compile 0x8805E80 - addiu $sp, $sp, 24
9780 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D99C)
9780 GUI DEBUG ge clear mode end
9780 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
9780 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
9781 GUI DEBUG ge tflush (deferring to prim)
9781 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D9A4)
9781 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x480ac00))
9781 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
9781 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
9782 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D8B4, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9782 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
9782 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9782 GUI DEBUG ge tflush (deferring to prim)
9782 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9783 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9782 GUI DEBUG ge sceGuTexFunc mode 000004
9783 user_main_a DEBUG runtime Starting Idle State...
9783 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
9783 user_main_a DEBUG runtime syncEmulator immediately=true
9783 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
9784 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
9784 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
9784 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
9784 GUI DEBUG ge material ambient a=1,0 (FF)
9784 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
9785 user_main_a DEBUG runtime syncEmulator immediately=true
9785 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
9785 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
9785 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
9785 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
9785 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
9786 user_main_a DEBUG runtime syncEmulator immediately=true
9786 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
9786 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
9786 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
9786 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
9786 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
9787 user_main_a DEBUG runtime syncEmulator immediately=true
9787 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
9787 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
9787 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
9787 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
9788 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
9788 user_main_a DEBUG runtime syncEmulator immediately=true
9788 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9788 GUI DEBUG ge vaddr 0880a890
9789 user_main_a DEBUG runtime syncEmulator immediately=true
9789 GUI DEBUG ge Texture.hashCode: 8192 bytes
9789 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9789 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9789 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9789 GUI DEBUG ge tflush 0x0880AC00, buffer_width=64 (64,64)
9790 GUI DEBUG ge tflush texture_storage=0x2(PSM_4444), tex_clut_mode=0x0, tex_clut_addr=0x00000000, texture_swizzle=false
9790 GUI DEBUG ge tflush Loaded texture 4
9790 GUI DEBUG ge prim triangle 12x
9790 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9791 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9791 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9791 user_main_a DEBUG runtime syncEmulator immediately=true
9791 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9791 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
9792 user_main_a DEBUG runtime syncEmulator immediately=true
9793 user_main_a DEBUG runtime syncEmulator immediately=true
9794 user_main_a DEBUG runtime syncEmulator immediately=true
9794 GUI DEBUG ge finish (0)
9795 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2, behavior=1, signalId=0x0
9795 user_main_a DEBUG runtime syncEmulator immediately=true
9795 GUI DEBUG ge end pc=0x880d9a4
9795 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9795 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9795 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9795 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9796 user_main_a DEBUG runtime Start of Callback 0x08806468
9796 user_main_a DEBUG runtime End of Callback 0x08806468
9796 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9796 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9796 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9797 user_main_a DEBUG runtime Ending Idle State
9797 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9797 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
9797 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9797 idle0_4 DEBUG runtime Scheduled, restarting...
9797 user_main_a DEBUG runtime Waiting to be scheduled...
9798 idle0_4 DEBUG runtime syncEmulator immediately=false
9797 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
9798 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
9798 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9798 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9799 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9799 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
9799 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
9799 idle0_4 DEBUG runtime Waiting to be scheduled...
9799 user_main_a DEBUG runtime Scheduled, restarting...
9800 user_main_a DEBUG runtime syncEmulator immediately=false
9800 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
9801 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9801 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9801 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9801 user_main_a DEBUG runtime Starting Idle State...
9802 user_main_a DEBUG runtime syncEmulator immediately=true
9803 user_main_a DEBUG runtime syncEmulator immediately=true
9804 user_main_a DEBUG runtime syncEmulator immediately=true
9805 user_main_a DEBUG runtime syncEmulator immediately=true
9805 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
9806 user_main_a DEBUG runtime syncEmulator immediately=true
9806 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9806 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9806 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
9806 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9807 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9807 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9807 user_main_a DEBUG runtime Switching to Thread idle0
9807 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9807 user_main_a DEBUG runtime Switching to Thread user_main
9808 user_main_a DEBUG runtime Ending Idle State
9808 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9808 user_main_a DEBUG runtime syncEmulator immediately=false
9808 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9808 user_main_a DEBUG runtime syncEmulator immediately=false
9808 user_main_a DEBUG compiler Compiling _S1_2_8806024
9809 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806024 - addiu $sp, $sp, -16
9809 user_main_a DEBUG compiler CodeInstruction.compile 0x8806028 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9809 user_main_a DEBUG compiler CodeInstruction.compile 0x880602C - sw $s2, 8($sp)
9809 user_main_a DEBUG compiler CodeInstruction.compile 0x8806030 - lui $s2, 0x0891 <=> li $s2, 0x08910000
9810 user_main_a DEBUG compiler CodeInstruction.compile 0x8806034 - sw $s1, 4($sp)
9810 user_main_a DEBUG compiler CodeInstruction.compile 0x8806038 - sw $s0, 0($sp)
9810 user_main_a DEBUG compiler CodeInstruction.compile 0x880603C - addiu $s1, $v0, 20156
9810 user_main_a DEBUG compiler CodeInstruction.compile 0x8806040 - addiu $s0, $s2, 19680
9811 user_main_a DEBUG compiler CodeInstruction.compile 0x8806044 - lw $v0, 12($s0)
9812 user_main_a DEBUG compiler CodeInstruction.compile 0x8806048 - lw $v1, 8($s0)
9812 user_main_a DEBUG compiler CodeInstruction.compile 0x880604C - lw $a2, 52($s1)
9812 user_main_a DEBUG compiler CodeInstruction.compile 0x8806050 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9812 user_main_a DEBUG compiler CodeInstruction.compile 0x8806054 - sw $ra, 12($sp)
9812 user_main_a DEBUG compiler CodeInstruction.compile 0x8806058 - addiu $a0, $a0, 19692
9813 user_main_a DEBUG compiler CodeInstruction.compile 0x880605C - addu $a1, $v0, $zr <=> move $a1, $v0
9813 user_main_a DEBUG compiler CodeInstruction.compile 0x8806060 - sw $v1, 12($s0)
9813 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806064 - beq $a2, $zr, 0x08806074
9813 user_main_a DEBUG compiler CodeInstruction.compile 0x8806068 - sw $v0, 8($s0)
9813 user_main_a DEBUG compiler CodeInstruction.compile 0x880606C - jalr $ra, $a2
9814 user_main_a DEBUG compiler CodeInstruction.compile 0x8806070 - nop
9814 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806074 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9814 user_main_a DEBUG compiler CodeInstruction.compile 0x8806078 - lw $v1, 19844($v0)
9814 user_main_a DEBUG compiler CodeInstruction.compile < 0x880607C - beql $v1, $zr, 0x088060A8
9814 user_main_a DEBUG compiler CodeInstruction.compile 0x8806080 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9815 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806084 - lui $v0, 0x0891 <=> li $v0, 0x08910000
9815 user_main_a DEBUG compiler CodeInstruction.compile 0x8806088 - lw $v1, 19712($v0)
9815 user_main_a DEBUG compiler CodeInstruction.compile 0x880608C - lw $a0, 12($s0)
9815 user_main_a DEBUG compiler CodeInstruction.compile 0x8806090 - lw $a2, 19680($s2)
9815 user_main_a DEBUG compiler CodeInstruction.compile 0x8806094 - lw $a3, 56($s1)
9816 user_main_a DEBUG compiler CodeInstruction.compile 0x8806098 - lw $a1, 4($s0)
9816 user_main_a DEBUG compiler CodeInstruction.compile < 0x880609C - jal 0x08809E80 [sceDisplaySetFrameBuf]
9816 user_main_a DEBUG compiler CodeInstruction.compile 0x88060A0 - addu $a0, $a0, $v1
9816 user_main_a DEBUG compiler CodeInstruction.compile 0x88060A4 - lui $a0, 0x0891 <=> li $a0, 0x08910000
9816 user_main_a DEBUG compiler CodeInstruction.compile > 0x88060A8 - lw $v1, 20144($a0)
9817 user_main_a DEBUG compiler CodeInstruction.compile 0x88060AC - lw $v0, 8($s0)
9817 user_main_a DEBUG compiler CodeInstruction.compile 0x88060B0 - xori $v1, $v1, 1
9817 user_main_a DEBUG compiler CodeInstruction.compile 0x88060B4 - sw $v1, 20144($a0)
9817 user_main_a DEBUG compiler CodeInstruction.compile 0x88060B8 - lw $ra, 12($sp)
9817 user_main_a DEBUG compiler CodeInstruction.compile 0x88060BC - lw $s2, 8($sp)
9818 user_main_a DEBUG compiler CodeInstruction.compile 0x88060C0 - lw $s1, 4($sp)
9818 user_main_a DEBUG compiler CodeInstruction.compile 0x88060C4 - lw $s0, 0($sp)
9818 user_main_a DEBUG compiler CodeInstruction.compile 0x88060C8 - jr $ra
9818 user_main_a DEBUG compiler CodeInstruction.compile 0x88060CC - addiu $sp, $sp, 16
9819 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
9819 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9819 user_main_a DEBUG runtime syncEmulator immediately=false
9820 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
9820 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3
9820 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9820 user_main_a DEBUG runtime syncEmulator immediately=false
9820 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D888)
9821 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D89C)
9821 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D99C)
9822 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D9A4)
9822 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
9823 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9823 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9823 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9823 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9823 user_main_a DEBUG runtime Starting Idle State...
9824 user_main_a DEBUG runtime syncEmulator immediately=true
9825 user_main_a DEBUG runtime syncEmulator immediately=true
9826 user_main_a DEBUG runtime syncEmulator immediately=true
9827 user_main_a DEBUG runtime syncEmulator immediately=true
9828 user_main_a DEBUG runtime syncEmulator immediately=true
9829 user_main_a DEBUG runtime syncEmulator immediately=true
9830 user_main_a DEBUG runtime syncEmulator immediately=true
9831 user_main_a DEBUG runtime syncEmulator immediately=true
9832 user_main_a DEBUG runtime syncEmulator immediately=true
9833 user_main_a DEBUG runtime syncEmulator immediately=true
9833 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9833 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9834 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9835 user_main_a DEBUG runtime syncEmulator immediately=true
9835 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9835 GUI DEBUG ge executeList PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9835 GUI DEBUG ge fbp fbp=4088000, fbw=512
9835 GUI DEBUG ge fbw fbp=88000, fbw=512
9835 GUI DEBUG ge base 08000000
9836 user_main_a DEBUG runtime syncEmulator immediately=true
9836 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
9836 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
9836 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
9837 user_main_a DEBUG runtime syncEmulator immediately=true
9837 GUI DEBUG ge clear mode : 5
9837 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
9837 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9837 GUI DEBUG ge vaddr 0880d870
9838 GUI DEBUG ge Texture.hashCode: 8192 bytes
9838 user_main_a DEBUG runtime syncEmulator immediately=true
9838 GUI DEBUG ge tflush Reusing cached texture 4
9838 GUI DEBUG ge prim sprites 1x
9838 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
9839 user_main_a DEBUG runtime syncEmulator immediately=true
9839 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9839 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9839 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9839 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9840 user_main_a DEBUG runtime syncEmulator immediately=true
9840 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
9840 GUI DEBUG ge clear mode end
9840 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
9840 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
9840 GUI DEBUG ge tflush (deferring to prim)
9841 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
9841 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
9841 user_main_a DEBUG runtime syncEmulator immediately=true
9841 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
9841 GUI DEBUG ge tflush (deferring to prim)
9842 user_main_a DEBUG runtime syncEmulator immediately=true
9842 GUI DEBUG ge sceGuTexFunc mode 000004
9842 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
9842 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
9842 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
9842 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
9843 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
9843 GUI DEBUG ge material ambient a=1,0 (FF)
9843 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
9843 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
9843 user_main_a DEBUG runtime syncEmulator immediately=true
9844 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
9844 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
9844 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
9844 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
9844 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
9845 user_main_a DEBUG runtime syncEmulator immediately=true
9845 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
9845 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
9845 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
9845 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
9846 user_main_a DEBUG runtime syncEmulator immediately=true
9846 GUI DEBUG ge glLoadMatrixf 1,0 0,0 -0,0 0,0
9846 GUI DEBUG ge glLoadMatrixf -0,0 1,0 0,0 0,0
9846 GUI DEBUG ge glLoadMatrixf 0,0 -0,0 1,0 0,0
9846 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
9847 user_main_a DEBUG runtime syncEmulator immediately=true
9847 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
9847 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9847 GUI DEBUG ge vaddr 0880a890
9847 GUI DEBUG ge prim triangle 12x
9848 user_main_a DEBUG runtime syncEmulator immediately=true
9848 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9848 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9848 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9848 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9848 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
9849 user_main_a DEBUG runtime syncEmulator immediately=true
9849 GUI DEBUG ge finish (0)
9849 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3, behavior=1, signalId=0x0
9849 GUI DEBUG ge end pc=0x880d9a4
9849 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9850 user_main_a DEBUG runtime syncEmulator immediately=true
9850 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9850 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9850 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9850 user_main_a DEBUG runtime Start of Callback 0x08806468
9851 user_main_a DEBUG runtime End of Callback 0x08806468
9851 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9851 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9851 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9852 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9852 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9852 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9852 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9852 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9853 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
9853 user_main_a DEBUG runtime Ending Idle State
9853 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
9853 user_main_a DEBUG runtime Waiting to be scheduled...
9854 idle0_4 DEBUG runtime Scheduled, restarting...
9854 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
9854 idle0_4 DEBUG runtime syncEmulator immediately=false
9855 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
9855 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9855 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9856 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9856 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9856 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
9856 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
9856 idle0_4 DEBUG runtime Waiting to be scheduled...
9856 user_main_a DEBUG runtime Scheduled, restarting...
9857 user_main_a DEBUG runtime syncEmulator immediately=false
9857 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
9857 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9857 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9858 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9858 user_main_a DEBUG runtime Starting Idle State...
9858 user_main_a DEBUG runtime syncEmulator immediately=true
9859 user_main_a DEBUG runtime syncEmulator immediately=true
9860 user_main_a DEBUG runtime syncEmulator immediately=true
9861 user_main_a DEBUG runtime syncEmulator immediately=true
9862 user_main_a DEBUG runtime syncEmulator immediately=true
9863 user_main_a DEBUG runtime syncEmulator immediately=true
9864 user_main_a DEBUG runtime syncEmulator immediately=true
9865 user_main_a DEBUG runtime syncEmulator immediately=true
9866 user_main_a DEBUG runtime syncEmulator immediately=true
9866 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9866 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
9866 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9866 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9867 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9867 user_main_a DEBUG runtime Switching to Thread idle0
9867 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9867 user_main_a DEBUG runtime Switching to Thread user_main
9867 user_main_a DEBUG runtime Ending Idle State
9868 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9868 user_main_a DEBUG runtime syncEmulator immediately=false
9868 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
9868 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9868 user_main_a DEBUG runtime syncEmulator immediately=false
9869 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
9869 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x4
9869 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9869 user_main_a DEBUG runtime syncEmulator immediately=false
9870 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D888)
9870 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D89C)
9870 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9870 GUI DEBUG ge executeList PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9870 GUI DEBUG ge fbp fbp=4000000, fbw=512
9871 GUI DEBUG ge fbw fbp=0, fbw=512
9871 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D99C)
9871 GUI DEBUG ge base 08000000
9871 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D9A4)
9871 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
9871 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
9872 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
9878 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
9872 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9880 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9880 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9880 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9880 GUI DEBUG ge clear mode : 5
9880 user_main_a DEBUG runtime Starting Idle State...
9880 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
9880 user_main_a DEBUG runtime syncEmulator immediately=true
9880 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9881 GUI DEBUG ge vaddr 0880d870
9881 GUI DEBUG ge Texture.hashCode: 8192 bytes
9881 GUI DEBUG ge tflush Reusing cached texture 4
9881 GUI DEBUG ge prim sprites 1x
9881 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
9881 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9882 user_main_a DEBUG runtime syncEmulator immediately=true
9882 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9882 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9882 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9882 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
9882 GUI DEBUG ge clear mode end
9882 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
9882 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
9883 user_main_a DEBUG runtime syncEmulator immediately=true
9883 GUI DEBUG ge tflush (deferring to prim)
9883 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9883 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
9883 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9883 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
9883 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9883 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
9883 GUI DEBUG ge tflush (deferring to prim)
9884 user_main_a DEBUG runtime syncEmulator immediately=true
9884 GUI DEBUG ge sceGuTexFunc mode 000004
9884 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
9884 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
9884 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
9884 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
9884 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
9884 GUI DEBUG ge material ambient a=1,0 (FF)
9885 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
9885 user_main_a DEBUG runtime syncEmulator immediately=true
9885 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
9885 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
9885 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
9885 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
9885 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
9885 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
9886 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
9886 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
9886 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
9886 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
9886 GUI DEBUG ge glLoadMatrixf 1,0 0,0 -0,0 0,0
9886 user_main_a DEBUG runtime syncEmulator immediately=true
9886 GUI DEBUG ge glLoadMatrixf -0,0 1,0 0,0 0,0
9886 GUI DEBUG ge glLoadMatrixf 0,0 -0,0 1,0 0,0
9887 user_main_a DEBUG runtime syncEmulator immediately=true
9887 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
9887 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
9887 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9887 GUI DEBUG ge vaddr 0880a890
9887 GUI DEBUG ge prim triangle 12x
9887 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9887 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9887 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9888 user_main_a DEBUG runtime syncEmulator immediately=true
9888 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9888 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
9888 GUI DEBUG ge finish (0)
9888 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x4, behavior=1, signalId=0x0
9888 GUI DEBUG ge end pc=0x880d9a4
9888 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9888 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x4, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9889 user_main_a DEBUG runtime syncEmulator immediately=true
9889 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9889 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9889 user_main_a DEBUG runtime Start of Callback 0x08806468
9889 user_main_a DEBUG runtime End of Callback 0x08806468
9889 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x4, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9889 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9889 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x4, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9890 user_main_a DEBUG runtime Ending Idle State
9890 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9890 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
9890 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9890 idle0_4 DEBUG runtime Scheduled, restarting...
9890 user_main_a DEBUG runtime Waiting to be scheduled...
9890 idle0_4 DEBUG runtime syncEmulator immediately=false
9890 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
9890 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
9891 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9891 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9891 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9891 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
9891 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
9891 idle0_4 DEBUG runtime Waiting to be scheduled...
9891 user_main_a DEBUG runtime Scheduled, restarting...
9891 user_main_a DEBUG runtime syncEmulator immediately=false
9892 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
9892 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9892 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9892 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
9892 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9892 user_main_a DEBUG runtime Starting Idle State...
9892 user_main_a DEBUG runtime syncEmulator immediately=true
9893 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9894 user_main_a DEBUG runtime syncEmulator immediately=true
9894 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9894 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
9895 user_main_a DEBUG runtime syncEmulator immediately=true
9895 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9896 user_main_a DEBUG runtime syncEmulator immediately=true
9897 user_main_a DEBUG runtime syncEmulator immediately=true
9898 user_main_a DEBUG runtime syncEmulator immediately=true
9899 user_main_a DEBUG runtime syncEmulator immediately=true
9900 user_main_a DEBUG runtime syncEmulator immediately=true
9900 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9900 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
9900 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9900 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9900 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9900 user_main_a DEBUG runtime Switching to Thread idle0
9901 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9901 user_main_a DEBUG runtime Switching to Thread user_main
9901 user_main_a DEBUG runtime Ending Idle State
9901 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9901 user_main_a DEBUG runtime syncEmulator immediately=false
9901 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9901 user_main_a DEBUG runtime syncEmulator immediately=false
9902 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
9902 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9902 user_main_a DEBUG runtime syncEmulator immediately=false
9902 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
9902 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x5
9902 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9902 user_main_a DEBUG runtime syncEmulator immediately=false
9903 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D888)
9903 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D89C)
9903 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9903 GUI DEBUG ge executeList PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9903 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D99C)
9903 GUI DEBUG ge fbp fbp=4088000, fbw=512
9903 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D9A4)
9903 GUI DEBUG ge fbw fbp=88000, fbw=512
9904 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
9904 GUI DEBUG ge base 08000000
9904 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9904 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
9904 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9904 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
9904 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9904 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
9905 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9905 user_main_a DEBUG runtime Starting Idle State...
9905 user_main_a DEBUG runtime syncEmulator immediately=true
9905 GUI DEBUG ge clear mode : 5
9905 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
9905 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9905 GUI DEBUG ge vaddr 0880d870
9906 user_main_a DEBUG runtime syncEmulator immediately=true
9906 GUI DEBUG ge Texture.hashCode: 8192 bytes
9906 GUI DEBUG ge tflush Reusing cached texture 4
9906 GUI DEBUG ge prim sprites 1x
9906 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
9906 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9906 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9906 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9907 user_main_a DEBUG runtime syncEmulator immediately=true
9907 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9907 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
9907 GUI DEBUG ge clear mode end
9907 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
9907 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
9907 GUI DEBUG ge tflush (deferring to prim)
9908 user_main_a DEBUG runtime syncEmulator immediately=true
9908 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
9908 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
9908 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
9908 GUI DEBUG ge tflush (deferring to prim)
9908 GUI DEBUG ge sceGuTexFunc mode 000004
9908 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
9908 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
9909 user_main_a DEBUG runtime syncEmulator immediately=true
9909 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
9909 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
9909 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
9909 GUI DEBUG ge material ambient a=1,0 (FF)
9909 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
9909 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
9909 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
9910 user_main_a DEBUG runtime syncEmulator immediately=true
9910 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
9910 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
9910 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
9910 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
9910 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
9910 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
9911 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
9911 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
9911 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,0 0,0
9911 GUI DEBUG ge glLoadMatrixf -0,1 1,0 0,0 0,0
9911 user_main_a DEBUG runtime syncEmulator immediately=true
9911 GUI DEBUG ge glLoadMatrixf 0,1 -0,0 1,0 0,0
9911 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
9912 user_main_a DEBUG runtime syncEmulator immediately=true
9912 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
9912 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9912 GUI DEBUG ge vaddr 0880a890
9912 GUI DEBUG ge prim triangle 12x
9912 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9912 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9912 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9913 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9913 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
9913 GUI DEBUG ge finish (0)
9913 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x5, behavior=1, signalId=0x0
9913 GUI DEBUG ge end pc=0x880d9a4
9913 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9914 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x5, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9914 user_main_a DEBUG runtime syncEmulator immediately=true
9914 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9914 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9914 user_main_a DEBUG runtime Start of Callback 0x08806468
9914 user_main_a DEBUG runtime End of Callback 0x08806468
9914 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x5, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9915 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9915 user_main_a DEBUG runtime Ending Idle State
9915 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
9915 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x5, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9915 idle0_4 DEBUG runtime Scheduled, restarting...
9915 user_main_a DEBUG runtime Waiting to be scheduled...
9915 idle0_4 DEBUG runtime syncEmulator immediately=false
9915 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9915 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
9916 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9916 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9916 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
9916 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
9916 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9917 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
9917 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9917 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9917 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
9917 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
9917 idle0_4 DEBUG runtime Waiting to be scheduled...
9917 user_main_a DEBUG runtime Scheduled, restarting...
9917 user_main_a DEBUG runtime syncEmulator immediately=false
9918 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
9918 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9918 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9918 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9918 user_main_a DEBUG runtime Starting Idle State...
9917 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
9918 user_main_a DEBUG runtime syncEmulator immediately=true
9919 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9920 user_main_a DEBUG runtime syncEmulator immediately=true
9920 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9921 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
9921 user_main_a DEBUG runtime syncEmulator immediately=true
9921 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9922 user_main_a DEBUG runtime syncEmulator immediately=true
9923 user_main_a DEBUG runtime syncEmulator immediately=true
9924 user_main_a DEBUG runtime syncEmulator immediately=true
9925 user_main_a DEBUG runtime syncEmulator immediately=true
9926 user_main_a DEBUG runtime syncEmulator immediately=true
9927 user_main_a DEBUG runtime syncEmulator immediately=true
9928 user_main_a DEBUG runtime syncEmulator immediately=true
9929 user_main_a DEBUG runtime syncEmulator immediately=true
9930 user_main_a DEBUG runtime syncEmulator immediately=true
9931 user_main_a DEBUG runtime syncEmulator immediately=true
9932 user_main_a DEBUG runtime syncEmulator immediately=true
9933 user_main_a DEBUG runtime syncEmulator immediately=true
9933 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9933 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
9933 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9933 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9933 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9934 user_main_a DEBUG runtime Switching to Thread idle0
9934 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9934 user_main_a DEBUG runtime Switching to Thread user_main
9934 user_main_a DEBUG runtime Ending Idle State
9934 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9934 user_main_a DEBUG runtime syncEmulator immediately=false
9934 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9935 user_main_a DEBUG runtime syncEmulator immediately=false
9935 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
9935 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9935 user_main_a DEBUG runtime syncEmulator immediately=false
9935 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
9935 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x6
9935 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9936 user_main_a DEBUG runtime syncEmulator immediately=false
9936 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D888)
9936 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9936 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D89C)
9937 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D99C)
9937 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D9A4)
9937 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
9937 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9937 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9937 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9937 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9936 GUI DEBUG ge executeList PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9938 GUI DEBUG ge fbp fbp=4000000, fbw=512
9938 GUI DEBUG ge fbw fbp=0, fbw=512
9938 GUI DEBUG ge base 08000000
9938 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
9938 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
9938 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
9939 GUI DEBUG ge clear mode : 5
9939 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
9939 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9939 GUI DEBUG ge vaddr 0880d870
9940 GUI DEBUG ge Texture.hashCode: 8192 bytes
9940 GUI DEBUG ge tflush Reusing cached texture 4
9940 GUI DEBUG ge prim sprites 1x
9940 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
9940 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9940 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9940 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9941 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9941 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
9941 GUI DEBUG ge clear mode end
9941 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
9942 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
9942 GUI DEBUG ge tflush (deferring to prim)
9942 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
9942 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
9942 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
9942 GUI DEBUG ge tflush (deferring to prim)
9942 GUI DEBUG ge sceGuTexFunc mode 000004
9942 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
9943 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
9943 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
9943 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
9943 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
9943 GUI DEBUG ge material ambient a=1,0 (FF)
9943 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
9943 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
9944 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
9944 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
9944 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
9944 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
9944 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
9944 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
9944 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
9945 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
9945 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
9945 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,1 0,0
9945 GUI DEBUG ge glLoadMatrixf -0,1 1,0 0,1 0,0
9945 GUI DEBUG ge glLoadMatrixf 0,1 -0,1 1,0 0,0
9945 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
9945 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
9946 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9946 GUI DEBUG ge vaddr 0880a890
9946 GUI DEBUG ge prim triangle 12x
9946 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9946 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9946 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9946 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9947 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
9947 GUI DEBUG ge finish (0)
9947 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x6, behavior=1, signalId=0x0
9947 GUI DEBUG ge end pc=0x880d9a4
9947 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9947 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x6, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9948 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9948 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9948 user_main_a DEBUG runtime Start of Callback 0x08806468
9948 user_main_a DEBUG runtime End of Callback 0x08806468
9948 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x6, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9948 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x6, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9948 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9949 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9949 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
9949 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9950 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
9950 user_main_a DEBUG runtime Waiting to be scheduled...
9950 idle0_4 DEBUG runtime Scheduled, restarting...
9950 idle0_4 DEBUG runtime syncEmulator immediately=false
9950 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
9951 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9952 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9953 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
9953 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9950 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
9954 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9954 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
9954 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9954 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
9954 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9954 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9954 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
9955 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
9955 idle0_4 DEBUG runtime Waiting to be scheduled...
9955 user_main_a DEBUG runtime Scheduled, restarting...
9955 user_main_a DEBUG runtime syncEmulator immediately=false
9955 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
9955 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9956 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9956 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9956 user_main_a DEBUG runtime Starting Idle State...
9956 user_main_a DEBUG runtime syncEmulator immediately=true
9957 user_main_a DEBUG runtime syncEmulator immediately=true
9958 user_main_a DEBUG runtime syncEmulator immediately=true
9959 user_main_a DEBUG runtime syncEmulator immediately=true
9960 user_main_a DEBUG runtime syncEmulator immediately=true
9961 user_main_a DEBUG runtime syncEmulator immediately=true
9962 user_main_a DEBUG runtime syncEmulator immediately=true
9963 user_main_a DEBUG runtime syncEmulator immediately=true
9964 user_main_a DEBUG runtime syncEmulator immediately=true
9965 user_main_a DEBUG runtime syncEmulator immediately=true
9966 user_main_a DEBUG runtime syncEmulator immediately=true
9966 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
9966 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
9966 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9966 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9966 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9967 user_main_a DEBUG runtime Switching to Thread idle0
9967 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9967 user_main_a DEBUG runtime Switching to Thread user_main
9967 user_main_a DEBUG runtime Ending Idle State
9967 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9967 user_main_a DEBUG runtime syncEmulator immediately=false
9967 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
9968 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9968 user_main_a DEBUG runtime syncEmulator immediately=false
9968 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
9968 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x7
9968 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
9968 user_main_a DEBUG runtime syncEmulator immediately=false
9969 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D888)
9969 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9969 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D89C)
9969 GUI DEBUG ge executeList PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9969 GUI DEBUG ge fbp fbp=4088000, fbw=512
9969 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D99C)
9969 GUI DEBUG ge fbw fbp=88000, fbw=512
9969 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D9A4)
9970 GUI DEBUG ge base 08000000
9970 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
9970 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
9970 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
9970 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
9970 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9970 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
9970 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9971 GUI DEBUG ge clear mode : 5
9972 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9972 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
9972 user_main_a DEBUG runtime Starting Idle State...
9972 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9972 user_main_a DEBUG runtime syncEmulator immediately=true
9972 GUI DEBUG ge vaddr 0880d870
9972 GUI DEBUG ge Texture.hashCode: 8192 bytes
9973 user_main_a DEBUG runtime syncEmulator immediately=true
9973 GUI DEBUG ge tflush Reusing cached texture 4
9973 GUI DEBUG ge prim sprites 1x
9973 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
9973 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9973 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9973 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9974 user_main_a DEBUG runtime syncEmulator immediately=true
9974 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9974 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
9974 GUI DEBUG ge clear mode end
9974 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
9974 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
9975 GUI DEBUG ge tflush (deferring to prim)
9975 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
9975 user_main_a DEBUG runtime syncEmulator immediately=true
9975 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
9975 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
9975 GUI DEBUG ge tflush (deferring to prim)
9975 GUI DEBUG ge sceGuTexFunc mode 000004
9975 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
9976 user_main_a DEBUG runtime syncEmulator immediately=true
9976 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
9976 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
9976 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
9976 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
9976 GUI DEBUG ge material ambient a=1,0 (FF)
9976 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
9977 user_main_a DEBUG runtime syncEmulator immediately=true
9977 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
9977 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
9977 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
9977 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
9977 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
9977 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
9978 user_main_a DEBUG runtime syncEmulator immediately=true
9978 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
9978 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
9978 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
9978 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
9978 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,1 0,0
9978 GUI DEBUG ge glLoadMatrixf -0,1 1,0 0,1 0,0
9979 user_main_a DEBUG runtime syncEmulator immediately=true
9979 GUI DEBUG ge glLoadMatrixf 0,1 -0,1 1,0 0,0
9979 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
9979 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
9979 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
9979 GUI DEBUG ge vaddr 0880a890
9979 GUI DEBUG ge prim triangle 12x
9980 user_main_a DEBUG runtime syncEmulator immediately=true
9980 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9980 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9980 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
9980 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
9980 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
9980 GUI DEBUG ge finish (0)
9981 user_main_a DEBUG runtime syncEmulator immediately=true
9981 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x7, behavior=1, signalId=0x0
9981 GUI DEBUG ge end pc=0x880d9a4
9981 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9981 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x7, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
9982 user_main_a DEBUG runtime syncEmulator immediately=true
9982 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
9982 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
9982 user_main_a DEBUG runtime Start of Callback 0x08806468
9982 user_main_a DEBUG runtime End of Callback 0x08806468
9982 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x7, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
9982 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
9983 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x7, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
9983 user_main_a DEBUG runtime Ending Idle State
9983 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
9983 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
9983 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
9983 idle0_4 DEBUG runtime Scheduled, restarting...
9983 user_main_a DEBUG runtime Waiting to be scheduled...
9984 idle0_4 DEBUG runtime syncEmulator immediately=false
9983 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
9984 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
9984 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
9984 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
9985 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
9985 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
9985 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
9985 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
9985 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
9985 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
9985 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
9986 idle0_4 DEBUG runtime Waiting to be scheduled...
9986 user_main_a DEBUG runtime Scheduled, restarting...
9986 user_main_a DEBUG runtime syncEmulator immediately=false
9986 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9986 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
9986 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
9987 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
9987 user_main_a DEBUG runtime Switching from Thread user_main to idle0
9987 user_main_a DEBUG runtime Starting Idle State...
9987 user_main_a DEBUG runtime syncEmulator immediately=true
9988 user_main_a DEBUG runtime syncEmulator immediately=true
9989 user_main_a DEBUG runtime syncEmulator immediately=true
9989 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
9989 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
9989 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
9990 user_main_a DEBUG runtime syncEmulator immediately=true
9991 user_main_a DEBUG runtime syncEmulator immediately=true
9992 user_main_a DEBUG runtime syncEmulator immediately=true
9993 user_main_a DEBUG runtime syncEmulator immediately=true
9994 user_main_a DEBUG runtime syncEmulator immediately=true
9995 user_main_a DEBUG runtime syncEmulator immediately=true
9996 user_main_a DEBUG runtime syncEmulator immediately=true
9997 user_main_a DEBUG runtime syncEmulator immediately=true
9998 user_main_a DEBUG runtime syncEmulator immediately=true
9999 user_main_a DEBUG runtime syncEmulator immediately=true
10000 user_main_a DEBUG runtime syncEmulator immediately=true
10000 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10000 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10000 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10000 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10000 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10001 user_main_a DEBUG runtime Switching to Thread idle0
10001 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10001 user_main_a DEBUG runtime Switching to Thread user_main
10001 user_main_a DEBUG runtime Ending Idle State
10001 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10001 user_main_a DEBUG runtime syncEmulator immediately=false
10001 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10002 user_main_a DEBUG runtime syncEmulator immediately=false
10002 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10002 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10002 user_main_a DEBUG runtime syncEmulator immediately=false
10002 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10002 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x8
10003 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10003 user_main_a DEBUG runtime syncEmulator immediately=false
10003 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D888)
10003 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D89C)
10004 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10004 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D99C)
10004 GUI DEBUG ge executeList PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10004 GUI DEBUG ge fbp fbp=4000000, fbw=512
10004 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D9A4)
10004 GUI DEBUG ge fbw fbp=0, fbw=512
10004 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10004 GUI DEBUG ge base 08000000
10005 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10005 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10005 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10005 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10005 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10005 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10005 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10006 user_main_a DEBUG runtime Starting Idle State...
10006 user_main_a DEBUG runtime syncEmulator immediately=true
10006 GUI DEBUG ge clear mode : 5
10006 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10006 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10006 GUI DEBUG ge vaddr 0880d870
10007 user_main_a DEBUG runtime syncEmulator immediately=true
10007 GUI DEBUG ge Texture.hashCode: 8192 bytes
10007 GUI DEBUG ge tflush Reusing cached texture 4
10007 GUI DEBUG ge prim sprites 1x
10007 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10007 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10007 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10007 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10008 user_main_a DEBUG runtime syncEmulator immediately=true
10008 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10008 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10008 GUI DEBUG ge clear mode end
10008 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10008 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10009 user_main_a DEBUG runtime syncEmulator immediately=true
10009 GUI DEBUG ge tflush (deferring to prim)
10009 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10009 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10009 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10009 GUI DEBUG ge tflush (deferring to prim)
10009 GUI DEBUG ge sceGuTexFunc mode 000004
10010 user_main_a DEBUG runtime syncEmulator immediately=true
10010 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10010 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10010 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10010 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10010 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10010 GUI DEBUG ge material ambient a=1,0 (FF)
10011 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10011 user_main_a DEBUG runtime syncEmulator immediately=true
10011 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10011 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10011 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10011 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10012 user_main_a DEBUG runtime syncEmulator immediately=true
10012 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10012 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10012 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10012 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10012 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10013 user_main_a DEBUG runtime syncEmulator immediately=true
10013 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10013 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,1 0,0
10013 GUI DEBUG ge glLoadMatrixf -0,1 1,0 0,1 0,0
10013 GUI DEBUG ge glLoadMatrixf 0,1 -0,1 1,0 0,0
10013 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10014 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10014 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10014 GUI DEBUG ge vaddr 0880a890
10014 GUI DEBUG ge prim triangle 12x
10014 user_main_a DEBUG runtime syncEmulator immediately=true
10014 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10014 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10014 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10015 user_main_a DEBUG runtime syncEmulator immediately=true
10015 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10015 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10015 GUI DEBUG ge finish (0)
10015 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x8, behavior=1, signalId=0x0
10015 GUI DEBUG ge end pc=0x880d9a4
10016 user_main_a DEBUG runtime syncEmulator immediately=true
10016 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10016 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10016 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x8, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10016 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10016 user_main_a DEBUG runtime Start of Callback 0x08806468
10016 user_main_a DEBUG runtime End of Callback 0x08806468
10017 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x8, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10017 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10017 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x8, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10017 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10017 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10017 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10017 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10017 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10018 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10018 user_main_a DEBUG runtime Ending Idle State
10018 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10018 user_main_a DEBUG runtime Waiting to be scheduled...
10018 idle0_4 DEBUG runtime Scheduled, restarting...
10019 idle0_4 DEBUG runtime syncEmulator immediately=false
10019 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10019 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10019 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10019 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10019 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10020 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10020 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10020 idle0_4 DEBUG runtime Waiting to be scheduled...
10020 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10020 user_main_a DEBUG runtime Scheduled, restarting...
10020 user_main_a DEBUG runtime syncEmulator immediately=false
10020 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10021 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10021 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10021 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10021 user_main_a DEBUG runtime Starting Idle State...
10021 user_main_a DEBUG runtime syncEmulator immediately=true
10022 user_main_a DEBUG runtime syncEmulator immediately=true
10023 user_main_a DEBUG runtime syncEmulator immediately=true
10023 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10023 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10023 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10024 user_main_a DEBUG runtime syncEmulator immediately=true
10025 user_main_a DEBUG runtime syncEmulator immediately=true
10026 user_main_a DEBUG runtime syncEmulator immediately=true
10027 user_main_a DEBUG runtime syncEmulator immediately=true
10028 user_main_a DEBUG runtime syncEmulator immediately=true
10029 user_main_a DEBUG runtime syncEmulator immediately=true
10030 user_main_a DEBUG runtime syncEmulator immediately=true
10031 user_main_a DEBUG runtime syncEmulator immediately=true
10032 user_main_a DEBUG runtime syncEmulator immediately=true
10033 user_main_a DEBUG runtime syncEmulator immediately=true
10033 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10033 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10033 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10033 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10033 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10034 user_main_a DEBUG runtime Switching to Thread idle0
10034 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10034 user_main_a DEBUG runtime Switching to Thread user_main
10034 user_main_a DEBUG runtime Ending Idle State
10034 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10035 user_main_a DEBUG runtime syncEmulator immediately=false
10035 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10035 user_main_a DEBUG runtime syncEmulator immediately=false
10035 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10035 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10035 user_main_a DEBUG runtime syncEmulator immediately=false
10035 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10036 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x9
10036 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10036 user_main_a DEBUG runtime syncEmulator immediately=false
10036 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D888)
10036 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D89C)
10037 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10037 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D99C)
10037 GUI DEBUG ge executeList PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10037 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D9A4)
10037 GUI DEBUG ge fbp fbp=4088000, fbw=512
10037 GUI DEBUG ge fbw fbp=88000, fbw=512
10037 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10037 GUI DEBUG ge base 08000000
10038 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10038 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10038 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10038 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10038 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10038 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10039 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10039 user_main_a DEBUG runtime Starting Idle State...
10039 user_main_a DEBUG runtime syncEmulator immediately=true
10039 GUI DEBUG ge clear mode : 5
10039 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10039 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10040 user_main_a DEBUG runtime syncEmulator immediately=true
10040 GUI DEBUG ge vaddr 0880d870
10040 GUI DEBUG ge Texture.hashCode: 8192 bytes
10040 GUI DEBUG ge tflush Reusing cached texture 4
10040 GUI DEBUG ge prim sprites 1x
10040 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10040 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10041 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10041 user_main_a DEBUG runtime syncEmulator immediately=true
10041 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10041 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10041 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10042 user_main_a DEBUG runtime syncEmulator immediately=true
10042 GUI DEBUG ge clear mode end
10042 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10042 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10042 GUI DEBUG ge tflush (deferring to prim)
10042 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10042 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10042 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10043 user_main_a DEBUG runtime syncEmulator immediately=true
10043 GUI DEBUG ge tflush (deferring to prim)
10043 GUI DEBUG ge sceGuTexFunc mode 000004
10043 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10043 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10043 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10044 user_main_a DEBUG runtime syncEmulator immediately=true
10044 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10044 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10044 GUI DEBUG ge material ambient a=1,0 (FF)
10044 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10044 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10045 user_main_a DEBUG runtime syncEmulator immediately=true
10045 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10045 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10045 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10045 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10045 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10045 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10046 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10046 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10046 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10046 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,1 0,0
10046 user_main_a DEBUG runtime syncEmulator immediately=true
10046 GUI DEBUG ge glLoadMatrixf -0,2 1,0 0,1 0,0
10047 user_main_a DEBUG runtime syncEmulator immediately=true
10047 GUI DEBUG ge glLoadMatrixf 0,1 -0,1 1,0 0,0
10047 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10047 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10047 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10047 GUI DEBUG ge vaddr 0880a890
10048 GUI DEBUG ge prim triangle 12x
10048 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10048 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10048 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10048 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10048 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10049 GUI DEBUG ge finish (0)
10049 user_main_a DEBUG runtime syncEmulator immediately=true
10049 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x9, behavior=1, signalId=0x0
10049 GUI DEBUG ge end pc=0x880d9a4
10049 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10049 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x9, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10050 user_main_a DEBUG runtime syncEmulator immediately=true
10050 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10050 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10050 user_main_a DEBUG runtime Start of Callback 0x08806468
10050 user_main_a DEBUG runtime End of Callback 0x08806468
10050 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x9, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10051 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10051 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10051 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x9, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10051 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10051 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10051 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10051 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10052 user_main_a DEBUG runtime Ending Idle State
10052 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10052 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10052 user_main_a DEBUG runtime Waiting to be scheduled...
10053 idle0_4 DEBUG runtime Scheduled, restarting...
10053 idle0_4 DEBUG runtime syncEmulator immediately=false
10053 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10053 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10053 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10054 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10054 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10054 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10054 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10054 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10054 idle0_4 DEBUG runtime Waiting to be scheduled...
10054 user_main_a DEBUG runtime Scheduled, restarting...
10055 user_main_a DEBUG runtime syncEmulator immediately=false
10055 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10055 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10055 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10055 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10056 user_main_a DEBUG runtime Starting Idle State...
10056 user_main_a DEBUG runtime syncEmulator immediately=true
10057 user_main_a DEBUG runtime syncEmulator immediately=true
10057 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10057 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10058 user_main_a DEBUG runtime syncEmulator immediately=true
10058 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10059 user_main_a DEBUG runtime syncEmulator immediately=true
10060 user_main_a DEBUG runtime syncEmulator immediately=true
10061 user_main_a DEBUG runtime syncEmulator immediately=true
10062 user_main_a DEBUG runtime syncEmulator immediately=true
10063 user_main_a DEBUG runtime syncEmulator immediately=true
10064 user_main_a DEBUG runtime syncEmulator immediately=true
10065 user_main_a DEBUG runtime syncEmulator immediately=true
10066 user_main_a DEBUG runtime syncEmulator immediately=true
10066 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10066 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10066 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10066 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10067 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10067 user_main_a DEBUG runtime Switching to Thread idle0
10067 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10067 user_main_a DEBUG runtime Switching to Thread user_main
10067 user_main_a DEBUG runtime Ending Idle State
10067 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10067 user_main_a DEBUG runtime syncEmulator immediately=false
10068 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10068 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10068 user_main_a DEBUG runtime syncEmulator immediately=false
10068 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10068 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xA
10069 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10069 user_main_a DEBUG runtime syncEmulator immediately=false
10069 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D888)
10069 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10069 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D89C)
10069 GUI DEBUG ge executeList PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10070 GUI DEBUG ge fbp fbp=4000000, fbw=512
10070 GUI DEBUG ge fbw fbp=0, fbw=512
10070 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D99C)
10070 GUI DEBUG ge base 08000000
10070 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D9A4)
10070 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10071 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10071 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10070 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10071 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10071 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10071 GUI DEBUG ge clear mode : 5
10072 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10072 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10072 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10072 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10072 user_main_a DEBUG runtime Starting Idle State...
10072 GUI DEBUG ge vaddr 0880d870
10073 user_main_a DEBUG runtime syncEmulator immediately=true
10073 GUI DEBUG ge Texture.hashCode: 8192 bytes
10073 GUI DEBUG ge tflush Reusing cached texture 4
10073 GUI DEBUG ge prim sprites 1x
10073 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10073 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10074 user_main_a DEBUG runtime syncEmulator immediately=true
10074 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10074 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10074 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10074 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10074 GUI DEBUG ge clear mode end
10075 user_main_a DEBUG runtime syncEmulator immediately=true
10075 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10075 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10075 GUI DEBUG ge tflush (deferring to prim)
10075 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10075 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10075 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10076 user_main_a DEBUG runtime syncEmulator immediately=true
10076 GUI DEBUG ge tflush (deferring to prim)
10076 GUI DEBUG ge sceGuTexFunc mode 000004
10076 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10076 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10076 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10077 user_main_a DEBUG runtime syncEmulator immediately=true
10077 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10077 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10077 GUI DEBUG ge material ambient a=1,0 (FF)
10077 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10077 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10078 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10078 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10078 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10078 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10078 user_main_a DEBUG runtime syncEmulator immediately=true
10078 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10079 user_main_a DEBUG runtime syncEmulator immediately=true
10079 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10079 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10079 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10079 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10079 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,1 0,0
10080 user_main_a DEBUG runtime syncEmulator immediately=true
10080 GUI DEBUG ge glLoadMatrixf -0,2 1,0 0,1 0,0
10080 GUI DEBUG ge glLoadMatrixf 0,1 -0,1 1,0 0,0
10080 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10080 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10080 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10081 GUI DEBUG ge vaddr 0880a890
10081 user_main_a DEBUG runtime syncEmulator immediately=true
10081 GUI DEBUG ge prim triangle 12x
10081 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10081 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10081 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10082 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10082 user_main_a DEBUG runtime syncEmulator immediately=true
10082 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10082 GUI DEBUG ge finish (0)
10082 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xA, behavior=1, signalId=0x0
10083 GUI DEBUG ge end pc=0x880d9a4
10083 user_main_a DEBUG runtime syncEmulator immediately=true
10083 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10083 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10083 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xa, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10083 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10084 user_main_a DEBUG runtime Start of Callback 0x08806468
10084 user_main_a DEBUG runtime End of Callback 0x08806468
10084 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xa, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10084 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10084 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xa, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10084 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10084 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10085 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10085 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10085 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10085 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10085 user_main_a DEBUG runtime Ending Idle State
10086 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10086 user_main_a DEBUG runtime Waiting to be scheduled...
10086 idle0_4 DEBUG runtime Scheduled, restarting...
10086 idle0_4 DEBUG runtime syncEmulator immediately=false
10086 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10087 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10087 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10087 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10087 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10087 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10087 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10087 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10088 idle0_4 DEBUG runtime Waiting to be scheduled...
10088 user_main_a DEBUG runtime Scheduled, restarting...
10088 user_main_a DEBUG runtime syncEmulator immediately=false
10088 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10089 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10089 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10089 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10089 user_main_a DEBUG runtime Starting Idle State...
10089 user_main_a DEBUG runtime syncEmulator immediately=true
10090 user_main_a DEBUG runtime syncEmulator immediately=true
10091 user_main_a DEBUG runtime syncEmulator immediately=true
10091 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10091 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10092 user_main_a DEBUG runtime syncEmulator immediately=true
10092 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10093 user_main_a DEBUG runtime syncEmulator immediately=true
10094 user_main_a DEBUG runtime syncEmulator immediately=true
10095 user_main_a DEBUG runtime syncEmulator immediately=true
10096 user_main_a DEBUG runtime syncEmulator immediately=true
10097 user_main_a DEBUG runtime syncEmulator immediately=true
10098 user_main_a DEBUG runtime syncEmulator immediately=true
10099 user_main_a DEBUG runtime syncEmulator immediately=true
10100 user_main_a DEBUG runtime syncEmulator immediately=true
10100 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10100 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10100 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10100 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10100 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10101 user_main_a DEBUG runtime Switching to Thread idle0
10101 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10101 user_main_a DEBUG runtime Switching to Thread user_main
10101 user_main_a DEBUG runtime Ending Idle State
10101 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10102 user_main_a DEBUG runtime syncEmulator immediately=false
10102 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10102 user_main_a DEBUG runtime syncEmulator immediately=false
10102 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10102 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10102 user_main_a DEBUG runtime syncEmulator immediately=false
10103 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10103 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xB
10103 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10103 user_main_a DEBUG runtime syncEmulator immediately=false
10103 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D888)
10103 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10104 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D89C)
10104 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D99C)
10104 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D9A4)
10104 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10105 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xb, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10104 GUI DEBUG ge executeList PspGeList[id=0xb, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10105 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10105 GUI DEBUG ge fbp fbp=4088000, fbw=512
10105 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10105 GUI DEBUG ge fbw fbp=88000, fbw=512
10105 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10105 GUI DEBUG ge base 08000000
10106 user_main_a DEBUG runtime Starting Idle State...
10106 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10106 user_main_a DEBUG runtime syncEmulator immediately=true
10106 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10106 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10107 user_main_a DEBUG runtime syncEmulator immediately=true
10107 GUI DEBUG ge clear mode : 5
10107 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10107 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10108 user_main_a DEBUG runtime syncEmulator immediately=true
10108 GUI DEBUG ge vaddr 0880d870
10108 GUI DEBUG ge Texture.hashCode: 8192 bytes
10108 GUI DEBUG ge tflush Reusing cached texture 4
10108 GUI DEBUG ge prim sprites 1x
10108 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10109 user_main_a DEBUG runtime syncEmulator immediately=true
10109 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10109 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10109 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10109 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10109 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10110 GUI DEBUG ge clear mode end
10110 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10110 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10110 GUI DEBUG ge tflush (deferring to prim)
10110 user_main_a DEBUG runtime syncEmulator immediately=true
10110 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10111 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10111 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10111 user_main_a DEBUG runtime syncEmulator immediately=true
10111 GUI DEBUG ge tflush (deferring to prim)
10111 GUI DEBUG ge sceGuTexFunc mode 000004
10111 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10112 user_main_a DEBUG runtime syncEmulator immediately=true
10112 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10112 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10112 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10112 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10112 GUI DEBUG ge material ambient a=1,0 (FF)
10113 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10113 user_main_a DEBUG runtime syncEmulator immediately=true
10113 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10113 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10113 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10113 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10114 user_main_a DEBUG runtime syncEmulator immediately=true
10114 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10114 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10114 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10114 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10114 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10115 user_main_a DEBUG runtime syncEmulator immediately=true
10115 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10115 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,1 0,0
10115 GUI DEBUG ge glLoadMatrixf -0,2 1,0 0,2 0,0
10115 GUI DEBUG ge glLoadMatrixf 0,2 -0,1 1,0 0,0
10115 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10116 user_main_a DEBUG runtime syncEmulator immediately=true
10116 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10116 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10116 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10116 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10116 GUI DEBUG ge vaddr 0880a890
10116 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10117 GUI DEBUG ge prim triangle 12x
10117 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10117 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10117 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10117 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10118 user_main_a DEBUG runtime syncEmulator immediately=true
10118 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10118 GUI DEBUG ge finish (0)
10118 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xB, behavior=1, signalId=0x0
10118 GUI DEBUG ge end pc=0x880d9a4
10118 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xb, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10119 user_main_a DEBUG runtime syncEmulator immediately=true
10119 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xb, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10119 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10119 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10119 user_main_a DEBUG runtime Start of Callback 0x08806468
10119 user_main_a DEBUG runtime End of Callback 0x08806468
10120 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xb, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10120 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10120 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xb, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10120 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10120 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10120 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10120 user_main_a DEBUG runtime Ending Idle State
10121 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10121 user_main_a DEBUG runtime Waiting to be scheduled...
10121 idle0_4 DEBUG runtime Scheduled, restarting...
10121 idle0_4 DEBUG runtime syncEmulator immediately=false
10122 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10122 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10122 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10122 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10123 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10123 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10123 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10123 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10123 user_main_a DEBUG runtime Scheduled, restarting...
10123 user_main_a DEBUG runtime syncEmulator immediately=false
10124 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10124 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10124 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10124 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10124 user_main_a DEBUG runtime Starting Idle State...
10123 idle0_4 DEBUG runtime Waiting to be scheduled...
10125 user_main_a DEBUG runtime syncEmulator immediately=true
10126 user_main_a DEBUG runtime syncEmulator immediately=true
10126 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10126 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10127 user_main_a DEBUG runtime syncEmulator immediately=true
10127 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10128 user_main_a DEBUG runtime syncEmulator immediately=true
10129 user_main_a DEBUG runtime syncEmulator immediately=true
10130 user_main_a DEBUG runtime syncEmulator immediately=true
10131 user_main_a DEBUG runtime syncEmulator immediately=true
10132 user_main_a DEBUG runtime syncEmulator immediately=true
10133 user_main_a DEBUG runtime syncEmulator immediately=true
10133 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10133 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10133 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10133 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10134 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10134 user_main_a DEBUG runtime Switching to Thread idle0
10134 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10134 user_main_a DEBUG runtime Switching to Thread user_main
10134 user_main_a DEBUG runtime Ending Idle State
10134 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10135 user_main_a DEBUG runtime syncEmulator immediately=false
10135 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10135 user_main_a DEBUG runtime syncEmulator immediately=false
10141 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10142 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10142 user_main_a DEBUG runtime syncEmulator immediately=false
10142 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10142 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xC
10142 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10143 user_main_a DEBUG runtime syncEmulator immediately=false
10143 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D888)
10143 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D89C)
10143 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10143 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D99C)
10143 GUI DEBUG ge executeList PspGeList[id=0xc, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10144 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D9A4)
10144 GUI DEBUG ge fbp fbp=4000000, fbw=512
10144 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10144 GUI DEBUG ge fbw fbp=0, fbw=512
10144 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xc, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10144 GUI DEBUG ge base 08000000
10145 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10145 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10145 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10145 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10145 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10145 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10145 user_main_a DEBUG runtime Starting Idle State...
10146 user_main_a DEBUG runtime syncEmulator immediately=true
10146 GUI DEBUG ge clear mode : 5
10146 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10146 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10147 user_main_a DEBUG runtime syncEmulator immediately=true
10147 GUI DEBUG ge vaddr 0880d870
10147 GUI DEBUG ge Texture.hashCode: 8192 bytes
10147 GUI DEBUG ge tflush Reusing cached texture 4
10147 GUI DEBUG ge prim sprites 1x
10147 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10148 user_main_a DEBUG runtime syncEmulator immediately=true
10148 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10148 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10148 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10148 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10148 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10149 user_main_a DEBUG runtime syncEmulator immediately=true
10149 GUI DEBUG ge clear mode end
10149 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10149 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10149 GUI DEBUG ge tflush (deferring to prim)
10149 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10150 user_main_a DEBUG runtime syncEmulator immediately=true
10150 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10150 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10150 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10150 GUI DEBUG ge tflush (deferring to prim)
10150 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10151 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10150 GUI DEBUG ge sceGuTexFunc mode 000004
10151 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10151 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10151 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10151 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10152 user_main_a DEBUG runtime syncEmulator immediately=true
10152 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10152 GUI DEBUG ge material ambient a=1,0 (FF)
10152 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10152 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10153 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10153 user_main_a DEBUG runtime syncEmulator immediately=true
10153 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10153 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10153 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10153 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10154 user_main_a DEBUG runtime syncEmulator immediately=true
10154 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10154 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10154 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10154 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10155 user_main_a DEBUG runtime syncEmulator immediately=true
10155 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,1 0,0
10155 GUI DEBUG ge glLoadMatrixf -0,2 1,0 0,2 0,0
10155 GUI DEBUG ge glLoadMatrixf 0,2 -0,1 1,0 0,0
10155 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10155 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10156 user_main_a DEBUG runtime syncEmulator immediately=true
10156 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10156 GUI DEBUG ge vaddr 0880a890
10156 GUI DEBUG ge prim triangle 12x
10156 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10156 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10157 user_main_a DEBUG runtime syncEmulator immediately=true
10157 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10157 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10157 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10157 GUI DEBUG ge finish (0)
10157 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xC, behavior=1, signalId=0x0
10158 user_main_a DEBUG runtime syncEmulator immediately=true
10158 GUI DEBUG ge end pc=0x880d9a4
10158 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10158 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xc, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10158 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10158 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xc, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10158 user_main_a DEBUG runtime Start of Callback 0x08806468
10159 user_main_a DEBUG runtime End of Callback 0x08806468
10159 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xc, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10159 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10159 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xc, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10159 user_main_a DEBUG runtime Ending Idle State
10160 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10160 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10160 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10160 idle0_4 DEBUG runtime Scheduled, restarting...
10160 user_main_a DEBUG runtime Waiting to be scheduled...
10160 idle0_4 DEBUG runtime syncEmulator immediately=false
10161 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10160 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10161 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10161 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10161 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10162 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10162 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10162 idle0_4 DEBUG runtime Waiting to be scheduled...
10162 user_main_a DEBUG runtime Scheduled, restarting...
10162 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10162 user_main_a DEBUG runtime syncEmulator immediately=false
10163 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10163 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10164 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10164 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10164 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10164 user_main_a DEBUG runtime Starting Idle State...
10165 user_main_a DEBUG runtime syncEmulator immediately=true
10166 user_main_a DEBUG runtime syncEmulator immediately=true
10166 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10166 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10166 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10166 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10167 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10166 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10167 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10167 user_main_a DEBUG runtime Switching to Thread idle0
10167 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10167 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10167 user_main_a DEBUG runtime Switching to Thread user_main
10168 user_main_a DEBUG runtime Ending Idle State
10168 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10168 user_main_a DEBUG runtime syncEmulator immediately=false
10168 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10169 user_main_a DEBUG runtime syncEmulator immediately=false
10169 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10169 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10169 user_main_a DEBUG runtime syncEmulator immediately=false
10169 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10170 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xD
10170 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10170 user_main_a DEBUG runtime syncEmulator immediately=false
10170 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D888)
10170 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10170 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D89C)
10171 GUI DEBUG ge executeList PspGeList[id=0xd, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10171 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D99C)
10171 GUI DEBUG ge fbp fbp=4088000, fbw=512
10171 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D9A4)
10171 GUI DEBUG ge fbw fbp=88000, fbw=512
10171 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10172 GUI DEBUG ge base 08000000
10172 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xd, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10172 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10172 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10172 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10172 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10173 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10173 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10173 user_main_a DEBUG runtime Starting Idle State...
10173 user_main_a DEBUG runtime syncEmulator immediately=true
10174 GUI DEBUG ge clear mode : 5
10174 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10174 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10174 GUI DEBUG ge vaddr 0880d870
10174 GUI DEBUG ge Texture.hashCode: 8192 bytes
10175 user_main_a DEBUG runtime syncEmulator immediately=true
10175 GUI DEBUG ge tflush Reusing cached texture 4
10175 GUI DEBUG ge prim sprites 1x
10175 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10175 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10176 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10176 user_main_a DEBUG runtime syncEmulator immediately=true
10176 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10176 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10176 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10176 GUI DEBUG ge clear mode end
10177 user_main_a DEBUG runtime syncEmulator immediately=true
10177 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10177 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10177 GUI DEBUG ge tflush (deferring to prim)
10177 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10177 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10178 user_main_a DEBUG runtime syncEmulator immediately=true
10178 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10178 GUI DEBUG ge tflush (deferring to prim)
10178 GUI DEBUG ge sceGuTexFunc mode 000004
10178 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10178 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10179 user_main_a DEBUG runtime syncEmulator immediately=true
10179 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10179 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10179 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10179 GUI DEBUG ge material ambient a=1,0 (FF)
10180 user_main_a DEBUG runtime syncEmulator immediately=true
10180 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10180 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10180 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10180 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10180 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10181 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10181 user_main_a DEBUG runtime syncEmulator immediately=true
10181 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10182 user_main_a DEBUG runtime syncEmulator immediately=true
10182 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10182 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10182 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10182 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10183 user_main_a DEBUG runtime syncEmulator immediately=true
10183 GUI DEBUG ge glLoadMatrixf 1,0 0,3 -0,1 0,0
10183 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10183 GUI DEBUG ge glLoadMatrixf -0,2 0,9 0,2 0,0
10183 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10184 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10183 GUI DEBUG ge glLoadMatrixf 0,2 -0,1 1,0 0,0
10184 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10184 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10184 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10184 GUI DEBUG ge vaddr 0880a890
10185 GUI DEBUG ge prim triangle 12x
10185 user_main_a DEBUG runtime syncEmulator immediately=true
10185 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10185 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10185 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10185 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10186 user_main_a DEBUG runtime syncEmulator immediately=true
10186 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10186 GUI DEBUG ge finish (0)
10186 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xD, behavior=1, signalId=0x0
10186 GUI DEBUG ge end pc=0x880d9a4
10187 user_main_a DEBUG runtime syncEmulator immediately=true
10187 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xd, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10187 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10187 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xd, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10187 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10187 user_main_a DEBUG runtime Start of Callback 0x08806468
10188 user_main_a DEBUG runtime End of Callback 0x08806468
10188 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xd, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10188 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10188 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xd, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10188 user_main_a DEBUG runtime Ending Idle State
10188 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10189 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10189 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10189 idle0_4 DEBUG runtime Scheduled, restarting...
10189 user_main_a DEBUG runtime Waiting to be scheduled...
10189 idle0_4 DEBUG runtime syncEmulator immediately=false
10189 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10190 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10190 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10190 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10190 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10191 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10191 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10191 idle0_4 DEBUG runtime Waiting to be scheduled...
10191 user_main_a DEBUG runtime Scheduled, restarting...
10191 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10191 user_main_a DEBUG runtime syncEmulator immediately=false
10192 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10192 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10192 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10192 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10193 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10193 user_main_a DEBUG runtime Starting Idle State...
10193 user_main_a DEBUG runtime syncEmulator immediately=true
10194 user_main_a DEBUG runtime syncEmulator immediately=true
10195 user_main_a DEBUG runtime syncEmulator immediately=true
10195 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10195 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10195 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10196 user_main_a DEBUG runtime syncEmulator immediately=true
10197 user_main_a DEBUG runtime syncEmulator immediately=true
10198 user_main_a DEBUG runtime syncEmulator immediately=true
10199 user_main_a DEBUG runtime syncEmulator immediately=true
10200 user_main_a DEBUG runtime syncEmulator immediately=true
10200 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10200 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10200 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10200 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10201 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10201 user_main_a DEBUG runtime Switching to Thread idle0
10201 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10201 user_main_a DEBUG runtime Switching to Thread user_main
10201 user_main_a DEBUG runtime Ending Idle State
10202 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10202 user_main_a DEBUG runtime syncEmulator immediately=false
10202 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10202 user_main_a DEBUG runtime syncEmulator immediately=false
10202 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10203 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10203 user_main_a DEBUG runtime syncEmulator immediately=false
10203 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10203 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xE
10203 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10204 user_main_a DEBUG runtime syncEmulator immediately=false
10204 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D888)
10204 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10204 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D89C)
10204 GUI DEBUG ge executeList PspGeList[id=0xe, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D99C)
10205 GUI DEBUG ge fbp fbp=4000000, fbw=512
10205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D9A4)
10205 GUI DEBUG ge fbw fbp=0, fbw=512
10205 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10205 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xe, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10206 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10206 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10206 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10205 GUI DEBUG ge base 08000000
10206 user_main_a DEBUG runtime Starting Idle State...
10207 user_main_a DEBUG runtime syncEmulator immediately=true
10206 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10207 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10207 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10208 user_main_a DEBUG runtime syncEmulator immediately=true
10208 GUI DEBUG ge clear mode : 5
10208 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10208 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10208 GUI DEBUG ge vaddr 0880d870
10209 user_main_a DEBUG runtime syncEmulator immediately=true
10209 GUI DEBUG ge Texture.hashCode: 8192 bytes
10209 GUI DEBUG ge tflush Reusing cached texture 4
10209 GUI DEBUG ge prim sprites 1x
10209 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10209 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10210 user_main_a DEBUG runtime syncEmulator immediately=true
10210 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10210 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10210 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10210 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10211 GUI DEBUG ge clear mode end
10211 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10211 user_main_a DEBUG runtime syncEmulator immediately=true
10211 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10211 GUI DEBUG ge tflush (deferring to prim)
10212 user_main_a DEBUG runtime syncEmulator immediately=true
10212 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10212 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10212 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10212 GUI DEBUG ge tflush (deferring to prim)
10212 GUI DEBUG ge sceGuTexFunc mode 000004
10213 user_main_a DEBUG runtime syncEmulator immediately=true
10213 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10213 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10213 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10213 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10214 user_main_a DEBUG runtime syncEmulator immediately=true
10214 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10214 GUI DEBUG ge material ambient a=1,0 (FF)
10214 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10214 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10214 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10215 user_main_a DEBUG runtime syncEmulator immediately=true
10215 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10215 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10215 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10215 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10216 user_main_a DEBUG runtime syncEmulator immediately=true
10216 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10216 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10216 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10216 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10216 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10217 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10217 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10217 GUI DEBUG ge glLoadMatrixf 0,9 0,3 -0,1 0,0
10217 GUI DEBUG ge glLoadMatrixf -0,3 0,9 0,2 0,0
10218 user_main_a DEBUG runtime syncEmulator immediately=true
10218 GUI DEBUG ge glLoadMatrixf 0,2 -0,2 1,0 0,0
10218 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10218 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10218 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10219 GUI DEBUG ge vaddr 0880a890
10219 user_main_a DEBUG runtime syncEmulator immediately=true
10219 GUI DEBUG ge prim triangle 12x
10219 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10219 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10219 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10220 user_main_a DEBUG runtime syncEmulator immediately=true
10220 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10220 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10220 GUI DEBUG ge finish (0)
10220 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xE, behavior=1, signalId=0x0
10221 GUI DEBUG ge end pc=0x880d9a4
10221 user_main_a DEBUG runtime syncEmulator immediately=true
10221 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xe, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10221 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10221 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xe, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10221 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10222 user_main_a DEBUG runtime Start of Callback 0x08806468
10222 user_main_a DEBUG runtime End of Callback 0x08806468
10222 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xe, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10222 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10223 user_main_a DEBUG runtime Ending Idle State
10222 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xe, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10223 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10223 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10223 idle0_4 DEBUG runtime Scheduled, restarting...
10223 user_main_a DEBUG runtime Waiting to be scheduled...
10223 idle0_4 DEBUG runtime syncEmulator immediately=false
10223 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10224 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10224 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10224 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10225 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10225 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10225 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10225 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10225 idle0_4 DEBUG runtime Waiting to be scheduled...
10226 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10226 user_main_a DEBUG runtime Scheduled, restarting...
10226 user_main_a DEBUG runtime syncEmulator immediately=false
10226 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10226 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10226 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10227 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10227 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10227 user_main_a DEBUG runtime Starting Idle State...
10227 user_main_a DEBUG runtime syncEmulator immediately=true
10229 user_main_a DEBUG runtime syncEmulator immediately=true
10229 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10229 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10230 user_main_a DEBUG runtime syncEmulator immediately=true
10230 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10231 user_main_a DEBUG runtime syncEmulator immediately=true
10232 user_main_a DEBUG runtime syncEmulator immediately=true
10233 user_main_a DEBUG runtime syncEmulator immediately=true
10233 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10233 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10233 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10233 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10234 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10234 user_main_a DEBUG runtime Switching to Thread idle0
10234 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10234 user_main_a DEBUG runtime Switching to Thread user_main
10234 user_main_a DEBUG runtime Ending Idle State
10235 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10235 user_main_a DEBUG runtime syncEmulator immediately=false
10235 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10235 user_main_a DEBUG runtime syncEmulator immediately=false
10235 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10236 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10236 user_main_a DEBUG runtime syncEmulator immediately=false
10236 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10236 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xF
10237 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10237 user_main_a DEBUG runtime syncEmulator immediately=false
10237 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D888)
10237 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10237 GUI DEBUG ge executeList PspGeList[id=0xf, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10238 GUI DEBUG ge fbp fbp=4088000, fbw=512
10238 GUI DEBUG ge fbw fbp=88000, fbw=512
10238 GUI DEBUG ge base 08000000
10237 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D89C)
10238 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10238 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D99C)
10239 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10241 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D9A4)
10241 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10241 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10242 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xf, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10242 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10242 GUI DEBUG ge clear mode : 5
10242 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10242 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10242 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10243 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10243 user_main_a DEBUG runtime Starting Idle State...
10243 GUI DEBUG ge vaddr 0880d870
10243 user_main_a DEBUG runtime syncEmulator immediately=true
10243 GUI DEBUG ge Texture.hashCode: 8192 bytes
10244 GUI DEBUG ge tflush Reusing cached texture 4
10244 GUI DEBUG ge prim sprites 1x
10244 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10244 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10245 user_main_a DEBUG runtime syncEmulator immediately=true
10245 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10245 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10245 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10245 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10246 user_main_a DEBUG runtime syncEmulator immediately=true
10246 GUI DEBUG ge clear mode end
10246 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10246 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10246 GUI DEBUG ge tflush (deferring to prim)
10246 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10247 user_main_a DEBUG runtime syncEmulator immediately=true
10247 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10247 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10247 GUI DEBUG ge tflush (deferring to prim)
10247 GUI DEBUG ge sceGuTexFunc mode 000004
10248 user_main_a DEBUG runtime syncEmulator immediately=true
10248 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10248 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10248 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10248 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10249 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10249 GUI DEBUG ge material ambient a=1,0 (FF)
10249 user_main_a DEBUG runtime syncEmulator immediately=true
10249 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10249 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10249 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10250 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10250 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10250 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10250 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10251 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10251 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10251 user_main_a DEBUG runtime syncEmulator immediately=true
10251 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10251 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10251 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10252 user_main_a DEBUG runtime syncEmulator immediately=true
10252 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10252 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10252 GUI DEBUG ge glLoadMatrixf 0,9 0,3 -0,2 0,0
10252 GUI DEBUG ge glLoadMatrixf -0,3 0,9 0,2 0,0
10253 user_main_a DEBUG runtime syncEmulator immediately=true
10253 GUI DEBUG ge glLoadMatrixf 0,2 -0,2 1,0 0,0
10253 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10253 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10253 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10254 user_main_a DEBUG runtime syncEmulator immediately=true
10254 GUI DEBUG ge vaddr 0880a890
10254 GUI DEBUG ge prim triangle 12x
10254 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10254 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10255 user_main_a DEBUG runtime syncEmulator immediately=true
10255 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10255 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10255 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10255 GUI DEBUG ge finish (0)
10256 user_main_a DEBUG runtime syncEmulator immediately=true
10256 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xF, behavior=1, signalId=0x0
10256 GUI DEBUG ge end pc=0x880d9a4
10256 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xf, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10256 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xf, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10257 user_main_a DEBUG runtime syncEmulator immediately=true
10257 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10257 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10257 user_main_a DEBUG runtime Start of Callback 0x08806468
10257 user_main_a DEBUG runtime End of Callback 0x08806468
10258 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xf, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10258 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10258 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xf, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10258 user_main_a DEBUG runtime Ending Idle State
10258 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10258 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10259 user_main_a DEBUG runtime Waiting to be scheduled...
10259 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10259 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10259 idle0_4 DEBUG runtime Scheduled, restarting...
10260 idle0_4 DEBUG runtime syncEmulator immediately=false
10260 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10260 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10260 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10261 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10261 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10261 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10261 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10261 idle0_4 DEBUG runtime Waiting to be scheduled...
10262 user_main_a DEBUG runtime Scheduled, restarting...
10262 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10262 user_main_a DEBUG runtime syncEmulator immediately=false
10262 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10262 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10263 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10263 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10263 user_main_a DEBUG runtime Starting Idle State...
10263 user_main_a DEBUG runtime syncEmulator immediately=true
10264 user_main_a DEBUG runtime syncEmulator immediately=true
10265 user_main_a DEBUG runtime syncEmulator immediately=true
10265 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10265 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10266 user_main_a DEBUG runtime syncEmulator immediately=true
10266 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10266 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10266 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10266 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10267 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10267 user_main_a DEBUG runtime Switching to Thread idle0
10267 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10267 user_main_a DEBUG runtime Switching to Thread user_main
10267 user_main_a DEBUG runtime Ending Idle State
10268 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10268 user_main_a DEBUG runtime syncEmulator immediately=false
10268 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10268 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10268 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10269 user_main_a DEBUG runtime syncEmulator immediately=false
10269 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10269 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x10
10269 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10270 user_main_a DEBUG runtime syncEmulator immediately=false
10270 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D888)
10270 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D89C)
10270 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D99C)
10271 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D9A4)
10270 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10271 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10271 GUI DEBUG ge executeList PspGeList[id=0x10, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10271 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x10, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10271 GUI DEBUG ge fbp fbp=4000000, fbw=512
10272 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10272 GUI DEBUG ge fbw fbp=0, fbw=512
10272 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10272 GUI DEBUG ge base 08000000
10272 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10273 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10273 user_main_a DEBUG runtime Starting Idle State...
10273 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10273 user_main_a DEBUG runtime syncEmulator immediately=true
10273 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10274 GUI DEBUG ge clear mode : 5
10274 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10275 user_main_a DEBUG runtime syncEmulator immediately=true
10275 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10275 GUI DEBUG ge vaddr 0880d870
10275 GUI DEBUG ge Texture.hashCode: 8192 bytes
10275 GUI DEBUG ge tflush Reusing cached texture 4
10276 GUI DEBUG ge prim sprites 1x
10276 user_main_a DEBUG runtime syncEmulator immediately=true
10276 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10276 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10276 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10277 user_main_a DEBUG runtime syncEmulator immediately=true
10277 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10277 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10277 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10277 GUI DEBUG ge clear mode end
10278 user_main_a DEBUG runtime syncEmulator immediately=true
10278 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10278 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10278 GUI DEBUG ge tflush (deferring to prim)
10278 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10279 user_main_a DEBUG runtime syncEmulator immediately=true
10279 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10279 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10279 GUI DEBUG ge tflush (deferring to prim)
10279 GUI DEBUG ge sceGuTexFunc mode 000004
10279 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10280 user_main_a DEBUG runtime syncEmulator immediately=true
10280 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10280 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10286 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10286 user_main_a DEBUG runtime syncEmulator immediately=true
10287 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10287 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10287 GUI DEBUG ge material ambient a=1,0 (FF)
10287 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10287 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10288 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10288 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10288 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10288 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10288 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10288 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10288 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10289 user_main_a DEBUG runtime syncEmulator immediately=true
10289 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10289 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10289 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10289 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10289 GUI DEBUG ge glLoadMatrixf 0,9 0,4 -0,2 0,0
10289 GUI DEBUG ge glLoadMatrixf -0,3 0,9 0,3 0,0
10289 GUI DEBUG ge glLoadMatrixf 0,2 -0,2 1,0 0,0
10289 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10290 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10290 user_main_a DEBUG runtime syncEmulator immediately=true
10290 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10290 GUI DEBUG ge vaddr 0880a890
10290 GUI DEBUG ge prim triangle 12x
10290 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10290 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10290 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10290 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10291 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10291 GUI DEBUG ge finish (0)
10291 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x10, behavior=1, signalId=0x0
10291 GUI DEBUG ge end pc=0x880d9a4
10291 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x10, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10291 user_main_a DEBUG runtime syncEmulator immediately=true
10291 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x10, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10292 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10292 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10292 user_main_a DEBUG runtime Start of Callback 0x08806468
10292 user_main_a DEBUG runtime End of Callback 0x08806468
10292 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x10, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10292 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10292 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x10, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10292 user_main_a DEBUG runtime Ending Idle State
10293 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10293 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10293 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10293 idle0_4 DEBUG runtime Scheduled, restarting...
10293 user_main_a DEBUG runtime Waiting to be scheduled...
10293 idle0_4 DEBUG runtime syncEmulator immediately=false
10293 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10293 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10294 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10294 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10294 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10294 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10294 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10294 idle0_4 DEBUG runtime Waiting to be scheduled...
10294 user_main_a DEBUG runtime Scheduled, restarting...
10295 user_main_a DEBUG runtime syncEmulator immediately=false
10295 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10295 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10295 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10295 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10295 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10295 user_main_a DEBUG runtime Starting Idle State...
10296 user_main_a DEBUG runtime syncEmulator immediately=true
10296 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10297 user_main_a DEBUG runtime syncEmulator immediately=true
10297 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10297 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10298 user_main_a DEBUG runtime syncEmulator immediately=true
10298 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10299 user_main_a DEBUG runtime syncEmulator immediately=true
10300 user_main_a DEBUG runtime syncEmulator immediately=true
10300 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10300 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10300 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10300 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10300 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10300 user_main_a DEBUG runtime Switching to Thread idle0
10301 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10301 user_main_a DEBUG runtime Switching to Thread user_main
10301 user_main_a DEBUG runtime Ending Idle State
10301 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10301 user_main_a DEBUG runtime syncEmulator immediately=false
10301 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10301 user_main_a DEBUG runtime syncEmulator immediately=false
10302 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10302 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10302 user_main_a DEBUG runtime syncEmulator immediately=false
10302 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10302 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x11
10302 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10302 user_main_a DEBUG runtime syncEmulator immediately=false
10302 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D888)
10303 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10303 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D89C)
10303 GUI DEBUG ge executeList PspGeList[id=0x11, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10303 GUI DEBUG ge fbp fbp=4088000, fbw=512
10303 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D99C)
10303 GUI DEBUG ge fbw fbp=88000, fbw=512
10303 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D9A4)
10303 GUI DEBUG ge base 08000000
10304 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10304 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10304 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x11, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10304 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10304 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10304 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10304 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10304 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10305 user_main_a DEBUG runtime Starting Idle State...
10305 user_main_a DEBUG runtime syncEmulator immediately=true
10305 GUI DEBUG ge clear mode : 5
10305 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10305 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10305 GUI DEBUG ge vaddr 0880d870
10305 GUI DEBUG ge Texture.hashCode: 8192 bytes
10305 GUI DEBUG ge tflush Reusing cached texture 4
10306 user_main_a DEBUG runtime syncEmulator immediately=true
10306 GUI DEBUG ge prim sprites 1x
10306 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10306 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10306 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10306 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10306 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10306 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10307 user_main_a DEBUG runtime syncEmulator immediately=true
10307 GUI DEBUG ge clear mode end
10307 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10307 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10307 GUI DEBUG ge tflush (deferring to prim)
10307 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10307 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10307 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10307 GUI DEBUG ge tflush (deferring to prim)
10308 user_main_a DEBUG runtime syncEmulator immediately=true
10308 GUI DEBUG ge sceGuTexFunc mode 000004
10308 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10308 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10308 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10308 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10308 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10308 GUI DEBUG ge material ambient a=1,0 (FF)
10308 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10309 user_main_a DEBUG runtime syncEmulator immediately=true
10309 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10309 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10309 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10309 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10309 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10309 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10310 user_main_a DEBUG runtime syncEmulator immediately=true
10310 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10310 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10310 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10310 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10310 GUI DEBUG ge glLoadMatrixf 0,9 0,4 -0,2 0,0
10310 GUI DEBUG ge glLoadMatrixf -0,3 0,9 0,3 0,0
10310 GUI DEBUG ge glLoadMatrixf 0,3 -0,2 0,9 0,0
10311 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10311 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10311 user_main_a DEBUG runtime syncEmulator immediately=true
10311 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10311 GUI DEBUG ge vaddr 0880a890
10311 GUI DEBUG ge prim triangle 12x
10311 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10311 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10312 user_main_a DEBUG runtime syncEmulator immediately=true
10312 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10312 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10312 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10312 GUI DEBUG ge finish (0)
10312 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x11, behavior=1, signalId=0x0
10312 GUI DEBUG ge end pc=0x880d9a4
10312 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x11, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10313 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x11, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10313 user_main_a DEBUG runtime syncEmulator immediately=true
10313 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10313 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10313 user_main_a DEBUG runtime Start of Callback 0x08806468
10313 user_main_a DEBUG runtime End of Callback 0x08806468
10313 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x11, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10314 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10314 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x11, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10314 user_main_a DEBUG runtime Ending Idle State
10314 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10314 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10314 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10314 idle0_4 DEBUG runtime Scheduled, restarting...
10314 user_main_a DEBUG runtime Waiting to be scheduled...
10314 idle0_4 DEBUG runtime syncEmulator immediately=false
10314 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10315 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10315 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10315 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10315 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10315 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10315 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10316 idle0_4 DEBUG runtime Waiting to be scheduled...
10316 user_main_a DEBUG runtime Scheduled, restarting...
10316 user_main_a DEBUG runtime syncEmulator immediately=false
10316 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10316 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10316 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10316 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10317 user_main_a DEBUG runtime syncEmulator immediately=false
10317 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10317 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10317 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10317 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10317 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10317 user_main_a DEBUG runtime Starting Idle State...
10318 user_main_a DEBUG runtime syncEmulator immediately=true
10318 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10319 user_main_a DEBUG runtime syncEmulator immediately=true
10319 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10320 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10320 user_main_a DEBUG runtime syncEmulator immediately=true
10320 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10321 user_main_a DEBUG runtime syncEmulator immediately=true
10322 user_main_a DEBUG runtime syncEmulator immediately=true
10323 user_main_a DEBUG runtime syncEmulator immediately=true
10324 user_main_a DEBUG runtime syncEmulator immediately=true
10325 user_main_a DEBUG runtime syncEmulator immediately=true
10326 user_main_a DEBUG runtime syncEmulator immediately=true
10327 user_main_a DEBUG runtime syncEmulator immediately=true
10328 user_main_a DEBUG runtime syncEmulator immediately=true
10329 user_main_a DEBUG runtime syncEmulator immediately=true
10330 user_main_a DEBUG runtime syncEmulator immediately=true
10331 user_main_a DEBUG runtime syncEmulator immediately=true
10332 user_main_a DEBUG runtime syncEmulator immediately=true
10333 user_main_a DEBUG runtime syncEmulator immediately=true
10333 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10333 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10333 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10333 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10333 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10333 user_main_a DEBUG runtime Switching to Thread idle0
10334 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10334 user_main_a DEBUG runtime Switching to Thread user_main
10334 user_main_a DEBUG runtime Ending Idle State
10334 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10334 user_main_a DEBUG runtime syncEmulator immediately=false
10334 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10334 user_main_a DEBUG runtime syncEmulator immediately=false
10335 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10335 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10335 user_main_a DEBUG runtime syncEmulator immediately=false
10335 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10335 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x12
10335 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10335 user_main_a DEBUG runtime syncEmulator immediately=false
10336 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D888)
10336 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10336 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D89C)
10336 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D99C)
10336 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D9A4)
10336 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10337 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x12, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10337 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10337 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10337 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10336 GUI DEBUG ge executeList PspGeList[id=0x12, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10337 user_main_a DEBUG runtime Starting Idle State...
10337 GUI DEBUG ge fbp fbp=4000000, fbw=512
10337 user_main_a DEBUG runtime syncEmulator immediately=true
10338 GUI DEBUG ge fbw fbp=0, fbw=512
10338 GUI DEBUG ge base 08000000
10338 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10338 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10338 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10339 user_main_a DEBUG runtime syncEmulator immediately=true
10339 GUI DEBUG ge clear mode : 5
10339 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10339 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10339 GUI DEBUG ge vaddr 0880d870
10339 GUI DEBUG ge Texture.hashCode: 8192 bytes
10339 GUI DEBUG ge tflush Reusing cached texture 4
10340 GUI DEBUG ge prim sprites 1x
10340 user_main_a DEBUG runtime syncEmulator immediately=true
10340 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10340 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10340 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10340 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10340 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10341 user_main_a DEBUG runtime syncEmulator immediately=true
10341 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10341 GUI DEBUG ge clear mode end
10341 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10341 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10341 GUI DEBUG ge tflush (deferring to prim)
10341 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10342 user_main_a DEBUG runtime syncEmulator immediately=true
10342 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10342 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10342 GUI DEBUG ge tflush (deferring to prim)
10342 GUI DEBUG ge sceGuTexFunc mode 000004
10342 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10342 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10342 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10343 user_main_a DEBUG runtime syncEmulator immediately=true
10343 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10343 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10343 GUI DEBUG ge material ambient a=1,0 (FF)
10343 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10343 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10343 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10344 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10344 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10344 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10344 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10344 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10344 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10344 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10344 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10345 GUI DEBUG ge glLoadMatrixf 0,9 0,4 -0,2 0,0
10345 GUI DEBUG ge glLoadMatrixf -0,3 0,9 0,3 0,0
10345 GUI DEBUG ge glLoadMatrixf 0,3 -0,2 0,9 0,0
10345 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10345 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10345 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10345 GUI DEBUG ge vaddr 0880a890
10346 GUI DEBUG ge prim triangle 12x
10346 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10346 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10346 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10346 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10346 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10346 GUI DEBUG ge finish (0)
10347 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x12, behavior=1, signalId=0x0
10347 GUI DEBUG ge end pc=0x880d9a4
10347 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x12, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10347 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x12, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10347 user_main_a DEBUG runtime syncEmulator immediately=true
10347 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10347 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10348 user_main_a DEBUG runtime Start of Callback 0x08806468
10348 user_main_a DEBUG runtime End of Callback 0x08806468
10348 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x12, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10348 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10348 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x12, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10348 user_main_a DEBUG runtime Ending Idle State
10348 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10349 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10348 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10349 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10349 idle0_4 DEBUG runtime Scheduled, restarting...
10349 idle0_4 DEBUG runtime syncEmulator immediately=false
10349 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10349 user_main_a DEBUG runtime Waiting to be scheduled...
10349 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10350 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10350 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10350 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10350 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10350 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10350 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10351 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10351 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10351 idle0_4 DEBUG runtime Waiting to be scheduled...
10351 user_main_a DEBUG runtime Scheduled, restarting...
10351 user_main_a DEBUG runtime syncEmulator immediately=false
10351 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10351 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10352 user_main_a DEBUG runtime syncEmulator immediately=false
10352 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10352 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10352 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10352 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10353 user_main_a DEBUG runtime Starting Idle State...
10353 user_main_a DEBUG runtime syncEmulator immediately=true
10354 user_main_a DEBUG runtime syncEmulator immediately=true
10354 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10354 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10354 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10355 user_main_a DEBUG runtime syncEmulator immediately=true
10356 user_main_a DEBUG runtime syncEmulator immediately=true
10357 user_main_a DEBUG runtime syncEmulator immediately=true
10358 user_main_a DEBUG runtime syncEmulator immediately=true
10359 user_main_a DEBUG runtime syncEmulator immediately=true
10360 user_main_a DEBUG runtime syncEmulator immediately=true
10361 user_main_a DEBUG runtime syncEmulator immediately=true
10362 user_main_a DEBUG runtime syncEmulator immediately=true
10363 user_main_a DEBUG runtime syncEmulator immediately=true
10364 user_main_a DEBUG runtime syncEmulator immediately=true
10365 user_main_a DEBUG runtime syncEmulator immediately=true
10366 user_main_a DEBUG runtime syncEmulator immediately=true
10366 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10366 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10366 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10366 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10367 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10367 user_main_a DEBUG runtime Switching to Thread idle0
10367 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10367 user_main_a DEBUG runtime Switching to Thread user_main
10367 user_main_a DEBUG runtime Ending Idle State
10367 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10367 user_main_a DEBUG runtime syncEmulator immediately=false
10368 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10368 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10368 user_main_a DEBUG runtime syncEmulator immediately=false
10368 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10368 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x13
10368 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10368 user_main_a DEBUG runtime syncEmulator immediately=false
10369 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D888)
10369 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D89C)
10369 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10369 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D99C)
10369 GUI DEBUG ge executeList PspGeList[id=0x13, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10369 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D9A4)
10369 GUI DEBUG ge fbp fbp=4088000, fbw=512
10370 GUI DEBUG ge fbw fbp=88000, fbw=512
10369 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10370 GUI DEBUG ge base 08000000
10370 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x13, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10370 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10370 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10370 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10371 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10370 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10371 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10371 user_main_a DEBUG runtime Starting Idle State...
10371 user_main_a DEBUG runtime syncEmulator immediately=true
10371 GUI DEBUG ge clear mode : 5
10372 user_main_a DEBUG runtime syncEmulator immediately=true
10372 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10372 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10372 GUI DEBUG ge vaddr 0880d870
10372 GUI DEBUG ge Texture.hashCode: 8192 bytes
10372 GUI DEBUG ge tflush Reusing cached texture 4
10372 GUI DEBUG ge prim sprites 1x
10372 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10373 user_main_a DEBUG runtime syncEmulator immediately=true
10373 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10373 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10373 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10373 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10373 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10373 GUI DEBUG ge clear mode end
10374 user_main_a DEBUG runtime syncEmulator immediately=true
10374 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10374 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10374 GUI DEBUG ge tflush (deferring to prim)
10374 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10374 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10374 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10375 user_main_a DEBUG runtime syncEmulator immediately=true
10375 GUI DEBUG ge tflush (deferring to prim)
10375 GUI DEBUG ge sceGuTexFunc mode 000004
10375 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10375 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10375 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10375 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10376 user_main_a DEBUG runtime syncEmulator immediately=true
10376 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10376 GUI DEBUG ge material ambient a=1,0 (FF)
10376 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10376 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10376 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10376 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10377 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10377 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10377 user_main_a DEBUG runtime syncEmulator immediately=true
10377 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10377 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10377 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10377 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10377 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10378 user_main_a DEBUG runtime syncEmulator immediately=true
10378 GUI DEBUG ge glLoadMatrixf 0,9 0,4 -0,2 0,0
10378 GUI DEBUG ge glLoadMatrixf -0,4 0,9 0,3 0,0
10378 GUI DEBUG ge glLoadMatrixf 0,3 -0,2 0,9 0,0
10378 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10378 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10378 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10379 user_main_a DEBUG runtime syncEmulator immediately=true
10379 GUI DEBUG ge vaddr 0880a890
10379 GUI DEBUG ge prim triangle 12x
10379 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10379 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10379 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10379 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10380 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10380 GUI DEBUG ge finish (0)
10380 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x13, behavior=1, signalId=0x0
10380 GUI DEBUG ge end pc=0x880d9a4
10380 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x13, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10380 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x13, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10380 user_main_a DEBUG runtime syncEmulator immediately=true
10381 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10381 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10381 user_main_a DEBUG runtime Start of Callback 0x08806468
10381 user_main_a DEBUG runtime End of Callback 0x08806468
10381 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x13, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10381 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10382 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x13, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10382 user_main_a DEBUG runtime Ending Idle State
10382 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10382 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10382 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10382 idle0_4 DEBUG runtime Scheduled, restarting...
10382 user_main_a DEBUG runtime Waiting to be scheduled...
10382 idle0_4 DEBUG runtime syncEmulator immediately=false
10382 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10383 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10383 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10383 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10384 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10384 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10384 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10384 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10384 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10385 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10385 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10385 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10385 idle0_4 DEBUG runtime Waiting to be scheduled...
10385 user_main_a DEBUG runtime Scheduled, restarting...
10385 user_main_a DEBUG runtime syncEmulator immediately=false
10386 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10386 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10386 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10386 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10386 user_main_a DEBUG runtime Starting Idle State...
10386 user_main_a DEBUG runtime syncEmulator immediately=true
10387 user_main_a DEBUG runtime syncEmulator immediately=true
10388 user_main_a DEBUG runtime syncEmulator immediately=true
10388 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10388 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10388 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10389 user_main_a DEBUG runtime syncEmulator immediately=true
10390 user_main_a DEBUG runtime syncEmulator immediately=true
10391 user_main_a DEBUG runtime syncEmulator immediately=true
10392 user_main_a DEBUG runtime syncEmulator immediately=true
10393 user_main_a DEBUG runtime syncEmulator immediately=true
10394 user_main_a DEBUG runtime syncEmulator immediately=true
10395 user_main_a DEBUG runtime syncEmulator immediately=true
10396 user_main_a DEBUG runtime syncEmulator immediately=true
10397 user_main_a DEBUG runtime syncEmulator immediately=true
10398 user_main_a DEBUG runtime syncEmulator immediately=true
10399 user_main_a DEBUG runtime syncEmulator immediately=true
10400 user_main_a DEBUG runtime syncEmulator immediately=true
10400 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10400 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10400 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10400 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10400 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10401 user_main_a DEBUG runtime Switching to Thread idle0
10401 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10401 user_main_a DEBUG runtime Switching to Thread user_main
10401 user_main_a DEBUG runtime Ending Idle State
10401 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10401 user_main_a DEBUG runtime syncEmulator immediately=false
10402 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10402 user_main_a DEBUG runtime syncEmulator immediately=false
10402 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10402 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10402 user_main_a DEBUG runtime syncEmulator immediately=false
10402 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10402 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x14
10403 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10403 user_main_a DEBUG runtime syncEmulator immediately=false
10403 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D888)
10403 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10403 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D89C)
10403 GUI DEBUG ge executeList PspGeList[id=0x14, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10404 GUI DEBUG ge fbp fbp=4000000, fbw=512
10404 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D99C)
10404 GUI DEBUG ge fbw fbp=0, fbw=512
10404 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D9A4)
10404 GUI DEBUG ge base 08000000
10404 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10404 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10404 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x14, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10404 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10405 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10405 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10405 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10405 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10405 user_main_a DEBUG runtime Starting Idle State...
10405 user_main_a DEBUG runtime syncEmulator immediately=true
10405 GUI DEBUG ge clear mode : 5
10406 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10406 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10406 GUI DEBUG ge vaddr 0880d870
10406 GUI DEBUG ge Texture.hashCode: 8192 bytes
10406 GUI DEBUG ge tflush Reusing cached texture 4
10406 GUI DEBUG ge prim sprites 1x
10407 user_main_a DEBUG runtime syncEmulator immediately=true
10407 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10407 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10407 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10407 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10407 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10407 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10408 user_main_a DEBUG runtime syncEmulator immediately=true
10408 GUI DEBUG ge clear mode end
10408 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10408 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10408 GUI DEBUG ge tflush (deferring to prim)
10408 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10408 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10409 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10409 GUI DEBUG ge tflush (deferring to prim)
10409 user_main_a DEBUG runtime syncEmulator immediately=true
10409 GUI DEBUG ge sceGuTexFunc mode 000004
10409 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10409 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10409 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10409 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10410 user_main_a DEBUG runtime syncEmulator immediately=true
10410 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10410 GUI DEBUG ge material ambient a=1,0 (FF)
10410 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10410 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10410 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10410 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10411 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10411 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10411 user_main_a DEBUG runtime syncEmulator immediately=true
10411 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10411 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10411 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10412 user_main_a DEBUG runtime syncEmulator immediately=true
10412 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10412 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10412 GUI DEBUG ge glLoadMatrixf 0,9 0,5 -0,2 0,0
10412 GUI DEBUG ge glLoadMatrixf -0,4 0,9 0,3 0,0
10412 GUI DEBUG ge glLoadMatrixf 0,3 -0,2 0,9 0,0
10412 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10413 user_main_a DEBUG runtime syncEmulator immediately=true
10413 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10413 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10413 GUI DEBUG ge vaddr 0880a890
10413 GUI DEBUG ge prim triangle 12x
10413 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10413 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10414 user_main_a DEBUG runtime syncEmulator immediately=true
10414 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10414 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10414 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10414 GUI DEBUG ge finish (0)
10414 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x14, behavior=1, signalId=0x0
10414 GUI DEBUG ge end pc=0x880d9a4
10415 user_main_a DEBUG runtime syncEmulator immediately=true
10415 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x14, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10415 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10415 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x14, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10415 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10415 user_main_a DEBUG runtime Start of Callback 0x08806468
10415 user_main_a DEBUG runtime End of Callback 0x08806468
10416 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x14, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10416 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10416 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x14, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10416 user_main_a DEBUG runtime Ending Idle State
10416 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10416 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10416 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10417 idle0_4 DEBUG runtime Scheduled, restarting...
10417 user_main_a DEBUG runtime Waiting to be scheduled...
10417 idle0_4 DEBUG runtime syncEmulator immediately=false
10417 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10417 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10418 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10418 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10418 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10418 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10418 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10418 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10419 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10419 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10420 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10420 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10420 idle0_4 DEBUG runtime Waiting to be scheduled...
10420 user_main_a DEBUG runtime Scheduled, restarting...
10420 user_main_a DEBUG runtime syncEmulator immediately=false
10420 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10421 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10421 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10421 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10421 user_main_a DEBUG runtime Starting Idle State...
10421 user_main_a DEBUG runtime syncEmulator immediately=true
10422 user_main_a DEBUG runtime syncEmulator immediately=true
10423 user_main_a DEBUG runtime syncEmulator immediately=true
10423 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10423 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10423 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10424 user_main_a DEBUG runtime syncEmulator immediately=true
10425 user_main_a DEBUG runtime syncEmulator immediately=true
10426 user_main_a DEBUG runtime syncEmulator immediately=true
10427 user_main_a DEBUG runtime syncEmulator immediately=true
10428 user_main_a DEBUG runtime syncEmulator immediately=true
10429 user_main_a DEBUG runtime syncEmulator immediately=true
10430 user_main_a DEBUG runtime syncEmulator immediately=true
10431 user_main_a DEBUG runtime syncEmulator immediately=true
10432 user_main_a DEBUG runtime syncEmulator immediately=true
10433 user_main_a DEBUG runtime syncEmulator immediately=true
10433 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10433 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10433 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10433 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10433 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10434 user_main_a DEBUG runtime Switching to Thread idle0
10434 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10434 user_main_a DEBUG runtime Switching to Thread user_main
10434 user_main_a DEBUG runtime Ending Idle State
10434 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10434 user_main_a DEBUG runtime syncEmulator immediately=false
10435 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10435 user_main_a DEBUG runtime syncEmulator immediately=false
10435 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10435 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10435 user_main_a DEBUG runtime syncEmulator immediately=false
10435 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10436 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x15
10436 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10436 user_main_a DEBUG runtime syncEmulator immediately=false
10436 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D888)
10436 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10436 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D89C)
10436 GUI DEBUG ge executeList PspGeList[id=0x15, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10437 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D99C)
10437 GUI DEBUG ge fbp fbp=4088000, fbw=512
10437 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D9A4)
10437 GUI DEBUG ge fbw fbp=88000, fbw=512
10437 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10437 GUI DEBUG ge base 08000000
10437 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x15, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10438 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10438 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10438 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10438 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10438 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10438 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10439 user_main_a DEBUG runtime Starting Idle State...
10439 user_main_a DEBUG runtime syncEmulator immediately=true
10439 GUI DEBUG ge clear mode : 5
10439 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10439 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10439 GUI DEBUG ge vaddr 0880d870
10439 GUI DEBUG ge Texture.hashCode: 8192 bytes
10440 user_main_a DEBUG runtime syncEmulator immediately=true
10440 GUI DEBUG ge tflush Reusing cached texture 4
10440 GUI DEBUG ge prim sprites 1x
10440 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10440 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10440 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10441 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10441 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10441 user_main_a DEBUG runtime syncEmulator immediately=true
10441 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10441 GUI DEBUG ge clear mode end
10441 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10442 user_main_a DEBUG runtime syncEmulator immediately=true
10442 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10442 GUI DEBUG ge tflush (deferring to prim)
10442 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10442 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10442 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10442 GUI DEBUG ge tflush (deferring to prim)
10443 user_main_a DEBUG runtime syncEmulator immediately=true
10443 GUI DEBUG ge sceGuTexFunc mode 000004
10443 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10443 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10443 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10443 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10443 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10444 user_main_a DEBUG runtime syncEmulator immediately=true
10444 GUI DEBUG ge material ambient a=1,0 (FF)
10444 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10444 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10444 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10444 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10444 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10445 user_main_a DEBUG runtime syncEmulator immediately=true
10445 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10445 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10445 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10445 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10445 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10446 user_main_a DEBUG runtime syncEmulator immediately=true
10446 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10446 GUI DEBUG ge glLoadMatrixf 0,9 0,5 -0,2 0,0
10446 GUI DEBUG ge glLoadMatrixf -0,4 0,8 0,4 0,0
10446 GUI DEBUG ge glLoadMatrixf 0,3 -0,2 0,9 0,0
10446 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10446 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10447 user_main_a DEBUG runtime syncEmulator immediately=true
10447 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10447 GUI DEBUG ge vaddr 0880a890
10447 GUI DEBUG ge prim triangle 12x
10447 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10447 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10447 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10448 user_main_a DEBUG runtime syncEmulator immediately=true
10448 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10448 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10448 GUI DEBUG ge finish (0)
10448 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x15, behavior=1, signalId=0x0
10448 GUI DEBUG ge end pc=0x880d9a4
10449 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x15, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10449 user_main_a DEBUG runtime syncEmulator immediately=true
10449 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x15, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10449 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10449 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10449 user_main_a DEBUG runtime Start of Callback 0x08806468
10450 user_main_a DEBUG runtime End of Callback 0x08806468
10450 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x15, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10450 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10450 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x15, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10450 user_main_a DEBUG runtime Ending Idle State
10450 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10451 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10451 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10450 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10452 user_main_a DEBUG runtime Waiting to be scheduled...
10452 idle0_4 DEBUG runtime Scheduled, restarting...
10452 idle0_4 DEBUG runtime syncEmulator immediately=false
10452 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10452 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10452 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10453 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10453 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10453 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10453 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10453 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10454 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10454 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10454 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10454 idle0_4 DEBUG runtime Waiting to be scheduled...
10454 user_main_a DEBUG runtime Scheduled, restarting...
10454 user_main_a DEBUG runtime syncEmulator immediately=false
10455 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10455 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10455 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10455 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10455 user_main_a DEBUG runtime Starting Idle State...
10455 user_main_a DEBUG runtime syncEmulator immediately=true
10456 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10457 user_main_a DEBUG runtime syncEmulator immediately=true
10457 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10457 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10458 user_main_a DEBUG runtime syncEmulator immediately=true
10459 user_main_a DEBUG runtime syncEmulator immediately=true
10460 user_main_a DEBUG runtime syncEmulator immediately=true
10461 user_main_a DEBUG runtime syncEmulator immediately=true
10462 user_main_a DEBUG runtime syncEmulator immediately=true
10463 user_main_a DEBUG runtime syncEmulator immediately=true
10464 user_main_a DEBUG runtime syncEmulator immediately=true
10465 user_main_a DEBUG runtime syncEmulator immediately=true
10466 user_main_a DEBUG runtime syncEmulator immediately=true
10466 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10466 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10466 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10466 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10466 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10467 user_main_a DEBUG runtime Switching to Thread idle0
10467 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10467 user_main_a DEBUG runtime Switching to Thread user_main
10467 user_main_a DEBUG runtime Ending Idle State
10467 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10467 user_main_a DEBUG runtime syncEmulator immediately=false
10468 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10468 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10468 user_main_a DEBUG runtime syncEmulator immediately=false
10468 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10468 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x16
10469 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10469 user_main_a DEBUG runtime syncEmulator immediately=false
10469 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D888)
10469 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D89C)
10469 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10469 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D99C)
10469 GUI DEBUG ge executeList PspGeList[id=0x16, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10470 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D9A4)
10470 GUI DEBUG ge fbp fbp=4000000, fbw=512
10470 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10470 GUI DEBUG ge fbw fbp=0, fbw=512
10470 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x16, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10470 GUI DEBUG ge base 08000000
10471 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10471 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10471 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10471 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10471 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10471 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10471 user_main_a DEBUG runtime Starting Idle State...
10472 user_main_a DEBUG runtime syncEmulator immediately=true
10472 GUI DEBUG ge clear mode : 5
10472 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10472 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10473 GUI DEBUG ge vaddr 0880d870
10473 GUI DEBUG ge Texture.hashCode: 8192 bytes
10473 user_main_a DEBUG runtime syncEmulator immediately=true
10473 GUI DEBUG ge tflush Reusing cached texture 4
10473 GUI DEBUG ge prim sprites 1x
10473 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10474 user_main_a DEBUG runtime syncEmulator immediately=true
10474 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10474 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10474 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10474 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10474 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10475 GUI DEBUG ge clear mode end
10475 user_main_a DEBUG runtime syncEmulator immediately=true
10475 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10475 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10475 GUI DEBUG ge tflush (deferring to prim)
10475 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10475 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10476 user_main_a DEBUG runtime syncEmulator immediately=true
10476 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10476 GUI DEBUG ge tflush (deferring to prim)
10476 GUI DEBUG ge sceGuTexFunc mode 000004
10476 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10476 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10476 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10477 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10477 user_main_a DEBUG runtime syncEmulator immediately=true
10477 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10477 GUI DEBUG ge material ambient a=1,0 (FF)
10477 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10477 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10478 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10478 user_main_a DEBUG runtime syncEmulator immediately=true
10478 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10478 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10478 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10478 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10479 user_main_a DEBUG runtime syncEmulator immediately=true
10479 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10479 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10479 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10479 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10479 GUI DEBUG ge glLoadMatrixf 0,8 0,5 -0,2 0,0
10479 GUI DEBUG ge glLoadMatrixf -0,4 0,8 0,4 0,0
10480 user_main_a DEBUG runtime syncEmulator immediately=true
10480 GUI DEBUG ge glLoadMatrixf 0,3 -0,3 0,9 0,0
10480 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10480 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10480 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10480 GUI DEBUG ge vaddr 0880a890
10481 GUI DEBUG ge prim triangle 12x
10481 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10481 user_main_a DEBUG runtime syncEmulator immediately=true
10481 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10481 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10481 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10481 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10482 user_main_a DEBUG runtime syncEmulator immediately=true
10482 GUI DEBUG ge finish (0)
10482 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x16, behavior=1, signalId=0x0
10482 GUI DEBUG ge end pc=0x880d9a4
10482 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x16, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10482 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x16, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10483 user_main_a DEBUG runtime syncEmulator immediately=true
10483 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10483 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10483 user_main_a DEBUG runtime Start of Callback 0x08806468
10483 user_main_a DEBUG runtime End of Callback 0x08806468
10484 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x16, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10484 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10484 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x16, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10484 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10484 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10484 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10484 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10485 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10485 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10485 user_main_a DEBUG runtime Ending Idle State
10485 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10486 user_main_a DEBUG runtime Waiting to be scheduled...
10486 idle0_4 DEBUG runtime Scheduled, restarting...
10486 idle0_4 DEBUG runtime syncEmulator immediately=false
10486 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10486 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10486 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10487 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10487 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10487 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10496 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10497 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10497 idle0_4 DEBUG runtime Waiting to be scheduled...
10497 user_main_a DEBUG runtime Scheduled, restarting...
10497 user_main_a DEBUG runtime syncEmulator immediately=false
10497 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10498 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10498 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10498 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10498 user_main_a DEBUG runtime Starting Idle State...
10498 user_main_a DEBUG runtime syncEmulator immediately=true
10499 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10500 user_main_a DEBUG runtime syncEmulator immediately=true
10500 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10500 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10500 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10500 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10500 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10501 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10501 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10501 user_main_a DEBUG runtime Switching to Thread idle0
10502 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10502 user_main_a DEBUG runtime Switching to Thread user_main
10502 user_main_a DEBUG runtime Ending Idle State
10502 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10502 user_main_a DEBUG runtime syncEmulator immediately=false
10503 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10503 user_main_a DEBUG runtime syncEmulator immediately=false
10503 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10503 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10504 user_main_a DEBUG runtime syncEmulator immediately=false
10504 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10504 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x17
10504 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10504 user_main_a DEBUG runtime syncEmulator immediately=false
10505 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D888)
10505 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D89C)
10505 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10505 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D99C)
10505 GUI DEBUG ge executeList PspGeList[id=0x17, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10506 GUI DEBUG ge fbp fbp=4088000, fbw=512
10506 GUI DEBUG ge fbw fbp=88000, fbw=512
10505 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D9A4)
10506 GUI DEBUG ge base 08000000
10506 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10506 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10506 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x17, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10506 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10507 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10507 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10507 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10507 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10507 user_main_a DEBUG runtime Starting Idle State...
10508 GUI DEBUG ge clear mode : 5
10508 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10508 user_main_a DEBUG runtime syncEmulator immediately=true
10508 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10508 GUI DEBUG ge vaddr 0880d870
10508 GUI DEBUG ge Texture.hashCode: 8192 bytes
10509 user_main_a DEBUG runtime syncEmulator immediately=true
10509 GUI DEBUG ge tflush Reusing cached texture 4
10509 GUI DEBUG ge prim sprites 1x
10509 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10509 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10509 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10509 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10510 user_main_a DEBUG runtime syncEmulator immediately=true
10510 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10510 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10510 GUI DEBUG ge clear mode end
10510 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10511 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10511 GUI DEBUG ge tflush (deferring to prim)
10511 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10511 user_main_a DEBUG runtime syncEmulator immediately=true
10511 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10511 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10511 GUI DEBUG ge tflush (deferring to prim)
10512 user_main_a DEBUG runtime syncEmulator immediately=true
10512 GUI DEBUG ge sceGuTexFunc mode 000004
10512 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10512 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10512 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10512 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10513 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10513 GUI DEBUG ge material ambient a=1,0 (FF)
10513 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10513 user_main_a DEBUG runtime syncEmulator immediately=true
10513 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10513 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10514 user_main_a DEBUG runtime syncEmulator immediately=true
10514 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10514 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10514 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10514 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10514 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10515 user_main_a DEBUG runtime syncEmulator immediately=true
10515 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10515 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10515 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10515 GUI DEBUG ge glLoadMatrixf 0,8 0,5 -0,2 0,0
10515 GUI DEBUG ge glLoadMatrixf -0,4 0,8 0,4 0,0
10516 GUI DEBUG ge glLoadMatrixf 0,4 -0,3 0,9 0,0
10516 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10516 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10516 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10516 GUI DEBUG ge vaddr 0880a890
10516 GUI DEBUG ge prim triangle 12x
10517 user_main_a DEBUG runtime syncEmulator immediately=true
10517 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10517 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10517 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10517 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10517 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10517 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10518 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10518 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10518 GUI DEBUG ge finish (0)
10518 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x17, behavior=1, signalId=0x0
10519 user_main_a DEBUG runtime syncEmulator immediately=true
10519 GUI DEBUG ge end pc=0x880d9a4
10519 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10519 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x17, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10519 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10519 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x17, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10519 user_main_a DEBUG runtime Start of Callback 0x08806468
10520 user_main_a DEBUG runtime End of Callback 0x08806468
10520 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x17, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10520 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10520 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x17, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10520 user_main_a DEBUG runtime Ending Idle State
10520 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10521 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10521 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10521 idle0_4 DEBUG runtime Scheduled, restarting...
10521 user_main_a DEBUG runtime Waiting to be scheduled...
10521 idle0_4 DEBUG runtime syncEmulator immediately=false
10521 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10522 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10522 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10523 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10523 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10523 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10523 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10523 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10523 user_main_a DEBUG runtime Scheduled, restarting...
10524 user_main_a DEBUG runtime syncEmulator immediately=false
10524 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10523 idle0_4 DEBUG runtime Waiting to be scheduled...
10524 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10524 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10524 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10525 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10525 user_main_a DEBUG runtime Starting Idle State...
10525 user_main_a DEBUG runtime syncEmulator immediately=true
10526 user_main_a DEBUG runtime syncEmulator immediately=true
10527 user_main_a DEBUG runtime syncEmulator immediately=true
10527 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10527 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10528 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10528 user_main_a DEBUG runtime syncEmulator immediately=true
10529 user_main_a DEBUG runtime syncEmulator immediately=true
10530 user_main_a DEBUG runtime syncEmulator immediately=true
10531 user_main_a DEBUG runtime syncEmulator immediately=true
10532 user_main_a DEBUG runtime syncEmulator immediately=true
10533 user_main_a DEBUG runtime syncEmulator immediately=true
10533 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10533 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10533 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10533 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10534 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10534 user_main_a DEBUG runtime Switching to Thread idle0
10534 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10534 user_main_a DEBUG runtime Switching to Thread user_main
10534 user_main_a DEBUG runtime Ending Idle State
10534 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10535 user_main_a DEBUG runtime syncEmulator immediately=false
10535 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10535 user_main_a DEBUG runtime syncEmulator immediately=false
10535 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10535 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10536 user_main_a DEBUG runtime syncEmulator immediately=false
10536 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10536 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x18
10536 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10536 user_main_a DEBUG runtime syncEmulator immediately=false
10537 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D888)
10537 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D89C)
10537 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10537 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D99C)
10537 GUI DEBUG ge executeList PspGeList[id=0x18, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10537 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D9A4)
10538 GUI DEBUG ge fbp fbp=4000000, fbw=512
10538 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10538 GUI DEBUG ge fbw fbp=0, fbw=512
10538 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x18, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10538 GUI DEBUG ge base 08000000
10538 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10539 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10539 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10539 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10539 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10539 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10539 user_main_a DEBUG runtime Starting Idle State...
10540 user_main_a DEBUG runtime syncEmulator immediately=true
10540 GUI DEBUG ge clear mode : 5
10540 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10540 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10540 GUI DEBUG ge vaddr 0880d870
10541 GUI DEBUG ge Texture.hashCode: 8192 bytes
10541 user_main_a DEBUG runtime syncEmulator immediately=true
10541 GUI DEBUG ge tflush Reusing cached texture 4
10541 GUI DEBUG ge prim sprites 1x
10541 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10541 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10542 user_main_a DEBUG runtime syncEmulator immediately=true
10542 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10542 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10542 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10542 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10543 GUI DEBUG ge clear mode end
10543 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10543 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10543 GUI DEBUG ge tflush (deferring to prim)
10543 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10543 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10543 user_main_a DEBUG runtime syncEmulator immediately=true
10544 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10544 GUI DEBUG ge tflush (deferring to prim)
10544 GUI DEBUG ge sceGuTexFunc mode 000004
10544 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10544 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10544 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10549 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10545 user_main_a DEBUG runtime syncEmulator immediately=true
10550 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10550 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10550 GUI DEBUG ge material ambient a=1,0 (FF)
10550 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10550 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10550 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10551 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10551 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10551 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10551 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10552 user_main_a DEBUG runtime syncEmulator immediately=true
10552 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10552 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10552 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10552 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10552 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10553 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10553 GUI DEBUG ge glLoadMatrixf 0,8 0,6 -0,2 0,0
10553 GUI DEBUG ge glLoadMatrixf -0,5 0,8 0,4 0,0
10553 GUI DEBUG ge glLoadMatrixf 0,4 -0,3 0,9 0,0
10553 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10554 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10554 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10554 GUI DEBUG ge vaddr 0880a890
10554 GUI DEBUG ge prim triangle 12x
10554 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10555 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10555 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10555 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10555 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10555 GUI DEBUG ge finish (0)
10556 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x18, behavior=1, signalId=0x0
10556 GUI DEBUG ge end pc=0x880d9a4
10556 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x18, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10556 user_main_a DEBUG runtime syncEmulator immediately=true
10556 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x18, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10556 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10557 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10557 user_main_a DEBUG runtime Start of Callback 0x08806468
10557 user_main_a DEBUG runtime End of Callback 0x08806468
10557 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x18, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10557 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10557 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x18, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10558 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10558 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10558 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10558 user_main_a DEBUG runtime Ending Idle State
10558 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10559 user_main_a DEBUG runtime Waiting to be scheduled...
10559 idle0_4 DEBUG runtime Scheduled, restarting...
10559 idle0_4 DEBUG runtime syncEmulator immediately=false
10559 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10559 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10559 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10560 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10560 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10560 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10560 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10560 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10561 idle0_4 DEBUG runtime Waiting to be scheduled...
10561 user_main_a DEBUG runtime Scheduled, restarting...
10561 user_main_a DEBUG runtime syncEmulator immediately=false
10562 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10562 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10562 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10562 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10562 user_main_a DEBUG runtime Starting Idle State...
10563 user_main_a DEBUG runtime syncEmulator immediately=true
10564 user_main_a DEBUG runtime syncEmulator immediately=true
10564 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10564 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10564 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10565 user_main_a DEBUG runtime syncEmulator immediately=true
10566 user_main_a DEBUG runtime syncEmulator immediately=true
10566 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10566 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10566 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10566 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10567 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10567 user_main_a DEBUG runtime Switching to Thread idle0
10567 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10567 user_main_a DEBUG runtime Switching to Thread user_main
10567 user_main_a DEBUG runtime Ending Idle State
10568 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10568 user_main_a DEBUG runtime syncEmulator immediately=false
10568 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10568 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10568 user_main_a DEBUG runtime syncEmulator immediately=false
10569 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10569 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x19
10569 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10569 user_main_a DEBUG runtime syncEmulator immediately=false
10569 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D888)
10569 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10570 GUI DEBUG ge executeList PspGeList[id=0x19, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10570 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D89C)
10570 GUI DEBUG ge fbp fbp=4088000, fbw=512
10570 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D99C)
10570 GUI DEBUG ge fbw fbp=88000, fbw=512
10571 GUI DEBUG ge base 08000000
10571 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10570 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D9A4)
10571 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10571 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10571 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10571 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x19, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10572 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10572 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10572 GUI DEBUG ge clear mode : 5
10572 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10572 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10573 user_main_a DEBUG runtime Starting Idle State...
10573 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10573 user_main_a DEBUG runtime syncEmulator immediately=true
10573 GUI DEBUG ge vaddr 0880d870
10573 GUI DEBUG ge Texture.hashCode: 8192 bytes
10574 user_main_a DEBUG runtime syncEmulator immediately=true
10574 GUI DEBUG ge tflush Reusing cached texture 4
10574 GUI DEBUG ge prim sprites 1x
10574 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10574 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10575 user_main_a DEBUG runtime syncEmulator immediately=true
10575 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10575 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10575 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10575 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10576 user_main_a DEBUG runtime syncEmulator immediately=true
10576 GUI DEBUG ge clear mode end
10576 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10576 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10576 GUI DEBUG ge tflush (deferring to prim)
10576 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10577 user_main_a DEBUG runtime syncEmulator immediately=true
10577 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10577 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10577 GUI DEBUG ge tflush (deferring to prim)
10577 GUI DEBUG ge sceGuTexFunc mode 000004
10577 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10578 user_main_a DEBUG runtime syncEmulator immediately=true
10578 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10578 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10578 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10578 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10578 GUI DEBUG ge material ambient a=1,0 (FF)
10579 user_main_a DEBUG runtime syncEmulator immediately=true
10579 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10579 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10579 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10579 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10579 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10580 user_main_a DEBUG runtime syncEmulator immediately=true
10580 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10580 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10580 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10580 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10580 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10581 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10581 user_main_a DEBUG runtime syncEmulator immediately=true
10581 GUI DEBUG ge glLoadMatrixf 0,8 0,6 -0,2 0,0
10581 GUI DEBUG ge glLoadMatrixf -0,5 0,8 0,5 0,0
10581 GUI DEBUG ge glLoadMatrixf 0,4 -0,3 0,9 0,0
10582 user_main_a DEBUG runtime syncEmulator immediately=true
10582 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10582 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10582 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10582 GUI DEBUG ge vaddr 0880a890
10582 GUI DEBUG ge prim triangle 12x
10583 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10583 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10583 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10583 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10584 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10584 GUI DEBUG ge finish (0)
10584 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x19, behavior=1, signalId=0x0
10584 GUI DEBUG ge end pc=0x880d9a4
10584 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x19, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10585 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x19, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10585 user_main_a DEBUG runtime syncEmulator immediately=true
10585 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10585 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10586 user_main_a DEBUG runtime Start of Callback 0x08806468
10586 user_main_a DEBUG runtime End of Callback 0x08806468
10586 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x19, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10586 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10586 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x19, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10587 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10587 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10587 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10587 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10587 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10587 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10588 user_main_a DEBUG runtime Ending Idle State
10588 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10588 user_main_a DEBUG runtime Waiting to be scheduled...
10588 idle0_4 DEBUG runtime Scheduled, restarting...
10589 idle0_4 DEBUG runtime syncEmulator immediately=false
10589 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10589 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10590 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10589 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10590 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10591 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10591 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10591 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10592 idle0_4 DEBUG runtime Waiting to be scheduled...
10592 user_main_a DEBUG runtime Scheduled, restarting...
10592 user_main_a DEBUG runtime syncEmulator immediately=false
10592 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10593 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10593 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10593 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10593 user_main_a DEBUG runtime Starting Idle State...
10593 user_main_a DEBUG runtime syncEmulator immediately=true
10594 user_main_a DEBUG runtime syncEmulator immediately=true
10595 user_main_a DEBUG runtime syncEmulator immediately=true
10595 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10595 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10595 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10596 user_main_a DEBUG runtime syncEmulator immediately=true
10597 user_main_a DEBUG runtime syncEmulator immediately=true
10598 user_main_a DEBUG runtime syncEmulator immediately=true
10599 user_main_a DEBUG runtime syncEmulator immediately=true
10600 user_main_a DEBUG runtime syncEmulator immediately=true
10600 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10600 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10600 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10600 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10601 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10601 user_main_a DEBUG runtime Switching to Thread idle0
10601 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10601 user_main_a DEBUG runtime Switching to Thread user_main
10609 user_main_a DEBUG runtime Ending Idle State
10609 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10610 user_main_a DEBUG runtime syncEmulator immediately=false
10610 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10610 user_main_a DEBUG runtime syncEmulator immediately=false
10610 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10610 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10611 user_main_a DEBUG runtime syncEmulator immediately=false
10611 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10611 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1A
10611 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10611 user_main_a DEBUG runtime syncEmulator immediately=false
10612 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D888)
10612 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D89C)
10612 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10612 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D99C)
10612 GUI DEBUG ge executeList PspGeList[id=0x1a, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10612 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D9A4)
10613 GUI DEBUG ge fbp fbp=4000000, fbw=512
10613 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10613 GUI DEBUG ge fbw fbp=0, fbw=512
10613 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1a, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10613 GUI DEBUG ge base 08000000
10614 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10614 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10614 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10614 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10614 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10615 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10615 user_main_a DEBUG runtime Starting Idle State...
10615 user_main_a DEBUG runtime syncEmulator immediately=true
10615 GUI DEBUG ge clear mode : 5
10616 user_main_a DEBUG runtime syncEmulator immediately=true
10616 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10616 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10616 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10616 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10617 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10616 GUI DEBUG ge vaddr 0880d870
10617 GUI DEBUG ge Texture.hashCode: 8192 bytes
10617 GUI DEBUG ge tflush Reusing cached texture 4
10617 GUI DEBUG ge prim sprites 1x
10618 user_main_a DEBUG runtime syncEmulator immediately=true
10618 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10618 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10618 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10618 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10619 user_main_a DEBUG runtime syncEmulator immediately=true
10619 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10619 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10619 GUI DEBUG ge clear mode end
10619 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10619 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10620 GUI DEBUG ge tflush (deferring to prim)
10620 user_main_a DEBUG runtime syncEmulator immediately=true
10620 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10620 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10620 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10621 GUI DEBUG ge tflush (deferring to prim)
10621 user_main_a DEBUG runtime syncEmulator immediately=true
10621 GUI DEBUG ge sceGuTexFunc mode 000004
10621 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10621 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10621 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10622 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10622 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10622 GUI DEBUG ge material ambient a=1,0 (FF)
10622 user_main_a DEBUG runtime syncEmulator immediately=true
10622 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10623 user_main_a DEBUG runtime syncEmulator immediately=true
10623 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10623 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10623 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10623 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10624 user_main_a DEBUG runtime syncEmulator immediately=true
10624 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10624 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10624 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10624 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10625 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10625 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10625 user_main_a DEBUG runtime syncEmulator immediately=true
10625 GUI DEBUG ge glLoadMatrixf 0,8 0,6 -0,2 0,0
10625 GUI DEBUG ge glLoadMatrixf -0,5 0,7 0,5 0,0
10625 GUI DEBUG ge glLoadMatrixf 0,4 -0,3 0,9 0,0
10626 user_main_a DEBUG runtime syncEmulator immediately=true
10626 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10626 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10626 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10626 GUI DEBUG ge vaddr 0880a890
10627 user_main_a DEBUG runtime syncEmulator immediately=true
10627 GUI DEBUG ge prim triangle 12x
10627 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10627 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10627 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10628 user_main_a DEBUG runtime syncEmulator immediately=true
10628 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10628 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10628 GUI DEBUG ge finish (0)
10628 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1A, behavior=1, signalId=0x0
10629 user_main_a DEBUG runtime syncEmulator immediately=true
10629 GUI DEBUG ge end pc=0x880d9a4
10629 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10629 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1a, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10629 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10629 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10629 user_main_a DEBUG runtime Start of Callback 0x08806468
10630 user_main_a DEBUG runtime End of Callback 0x08806468
10630 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10630 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10630 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1a, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10631 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10631 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10630 user_main_a DEBUG runtime Ending Idle State
10631 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10631 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10632 user_main_a DEBUG runtime Waiting to be scheduled...
10633 idle0_4 DEBUG runtime Scheduled, restarting...
10633 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10633 idle0_4 DEBUG runtime syncEmulator immediately=false
10633 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10634 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10634 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10634 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10634 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10635 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10635 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10635 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10635 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10635 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10636 idle0_4 DEBUG runtime Waiting to be scheduled...
10636 user_main_a DEBUG runtime Scheduled, restarting...
10636 user_main_a DEBUG runtime syncEmulator immediately=false
10636 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10636 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10637 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10637 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10637 user_main_a DEBUG runtime Starting Idle State...
10637 user_main_a DEBUG runtime syncEmulator immediately=true
10639 user_main_a DEBUG runtime syncEmulator immediately=true
10639 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10639 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10640 user_main_a DEBUG runtime syncEmulator immediately=true
10640 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10641 user_main_a DEBUG runtime syncEmulator immediately=true
10642 user_main_a DEBUG runtime syncEmulator immediately=true
10643 user_main_a DEBUG runtime syncEmulator immediately=true
10645 user_main_a DEBUG runtime syncEmulator immediately=true
10646 user_main_a DEBUG runtime syncEmulator immediately=true
10647 user_main_a DEBUG runtime syncEmulator immediately=true
10648 user_main_a DEBUG runtime syncEmulator immediately=true
10649 user_main_a DEBUG runtime syncEmulator immediately=true
10650 user_main_a DEBUG runtime syncEmulator immediately=true
10650 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10650 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10650 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10651 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10651 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10651 user_main_a DEBUG runtime Switching to Thread idle0
10651 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10651 user_main_a DEBUG runtime Switching to Thread user_main
10652 user_main_a DEBUG runtime Ending Idle State
10652 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10652 user_main_a DEBUG runtime syncEmulator immediately=false
10652 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10653 user_main_a DEBUG runtime syncEmulator immediately=false
10653 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10653 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10653 user_main_a DEBUG runtime syncEmulator immediately=false
10653 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10654 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1B
10654 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10654 user_main_a DEBUG runtime syncEmulator immediately=false
10654 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D888)
10655 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10655 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D89C)
10655 GUI DEBUG ge executeList PspGeList[id=0x1b, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10655 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D99C)
10655 GUI DEBUG ge fbp fbp=4088000, fbw=512
10655 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D9A4)
10656 GUI DEBUG ge fbw fbp=88000, fbw=512
10656 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10656 GUI DEBUG ge base 08000000
10656 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1b, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10656 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10657 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10657 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10657 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10657 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10657 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10658 user_main_a DEBUG runtime Starting Idle State...
10658 user_main_a DEBUG runtime syncEmulator immediately=true
10658 GUI DEBUG ge clear mode : 5
10658 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10659 user_main_a DEBUG runtime syncEmulator immediately=true
10659 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10659 GUI DEBUG ge vaddr 0880d870
10659 GUI DEBUG ge Texture.hashCode: 8192 bytes
10659 GUI DEBUG ge tflush Reusing cached texture 4
10660 user_main_a DEBUG runtime syncEmulator immediately=true
10660 GUI DEBUG ge prim sprites 1x
10660 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10660 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10660 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10661 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10661 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10661 user_main_a DEBUG runtime syncEmulator immediately=true
10661 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10661 GUI DEBUG ge clear mode end
10662 user_main_a DEBUG runtime syncEmulator immediately=true
10662 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10662 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10662 GUI DEBUG ge tflush (deferring to prim)
10662 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10663 user_main_a DEBUG runtime syncEmulator immediately=true
10663 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10663 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10663 GUI DEBUG ge tflush (deferring to prim)
10663 GUI DEBUG ge sceGuTexFunc mode 000004
10664 user_main_a DEBUG runtime syncEmulator immediately=true
10664 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10664 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10664 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10664 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10664 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10665 GUI DEBUG ge material ambient a=1,0 (FF)
10665 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10665 user_main_a DEBUG runtime syncEmulator immediately=true
10665 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10665 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10666 user_main_a DEBUG runtime syncEmulator immediately=true
10666 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10666 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10666 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10666 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10666 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10667 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10668 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10668 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10669 user_main_a DEBUG runtime syncEmulator immediately=true
10669 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10669 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10669 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10670 user_main_a DEBUG runtime syncEmulator immediately=true
10670 GUI DEBUG ge glLoadMatrixf 0,8 0,6 -0,1 0,0
10670 GUI DEBUG ge glLoadMatrixf -0,5 0,7 0,5 0,0
10670 GUI DEBUG ge glLoadMatrixf 0,4 -0,3 0,9 0,0
10670 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10670 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10671 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10671 GUI DEBUG ge vaddr 0880a890
10671 user_main_a DEBUG runtime syncEmulator immediately=true
10671 GUI DEBUG ge prim triangle 12x
10671 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10672 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10672 user_main_a DEBUG runtime syncEmulator immediately=true
10672 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10672 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10672 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10673 user_main_a DEBUG runtime syncEmulator immediately=true
10673 GUI DEBUG ge finish (0)
10673 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1B, behavior=1, signalId=0x0
10673 GUI DEBUG ge end pc=0x880d9a4
10673 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1b, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10674 user_main_a DEBUG runtime syncEmulator immediately=true
10674 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10674 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10674 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10674 user_main_a DEBUG runtime Start of Callback 0x08806468
10675 user_main_a DEBUG runtime End of Callback 0x08806468
10675 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10675 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1b, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10675 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10676 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10676 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10676 user_main_a DEBUG runtime Ending Idle State
10676 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10676 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10677 user_main_a DEBUG runtime Waiting to be scheduled...
10677 idle0_4 DEBUG runtime Scheduled, restarting...
10677 idle0_4 DEBUG runtime syncEmulator immediately=false
10677 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10678 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10678 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10678 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10679 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10679 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10679 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10679 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10679 idle0_4 DEBUG runtime Waiting to be scheduled...
10680 user_main_a DEBUG runtime Scheduled, restarting...
10680 user_main_a DEBUG runtime syncEmulator immediately=false
10680 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10680 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10681 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10681 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10681 user_main_a DEBUG runtime Starting Idle State...
10681 user_main_a DEBUG runtime syncEmulator immediately=true
10683 user_main_a DEBUG runtime syncEmulator immediately=true
10683 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10683 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10683 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10683 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10683 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10684 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10684 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10684 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10685 user_main_a DEBUG runtime Switching to Thread idle0
10685 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10685 user_main_a DEBUG runtime Switching to Thread user_main
10685 user_main_a DEBUG runtime Ending Idle State
10686 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10686 user_main_a DEBUG runtime syncEmulator immediately=false
10686 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10686 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10687 user_main_a DEBUG runtime syncEmulator immediately=false
10687 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10687 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1C
10687 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10687 user_main_a DEBUG runtime syncEmulator immediately=false
10688 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D888)
10688 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10688 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D89C)
10688 GUI DEBUG ge executeList PspGeList[id=0x1c, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10688 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D99C)
10689 GUI DEBUG ge fbp fbp=4000000, fbw=512
10689 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D9A4)
10689 GUI DEBUG ge fbw fbp=0, fbw=512
10689 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10689 GUI DEBUG ge base 08000000
10689 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1c, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10690 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10690 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10690 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10690 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10691 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10690 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10691 user_main_a DEBUG runtime Starting Idle State...
10691 user_main_a DEBUG runtime syncEmulator immediately=true
10692 GUI DEBUG ge clear mode : 5
10692 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10692 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10692 GUI DEBUG ge vaddr 0880d870
10692 GUI DEBUG ge Texture.hashCode: 8192 bytes
10693 GUI DEBUG ge tflush Reusing cached texture 4
10693 user_main_a DEBUG runtime syncEmulator immediately=true
10693 GUI DEBUG ge prim sprites 1x
10693 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10694 user_main_a DEBUG runtime syncEmulator immediately=true
10694 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10694 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10694 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10694 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10695 user_main_a DEBUG runtime syncEmulator immediately=true
10695 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10695 GUI DEBUG ge clear mode end
10695 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10695 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10696 GUI DEBUG ge tflush (deferring to prim)
10696 user_main_a DEBUG runtime syncEmulator immediately=true
10696 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10696 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10696 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10697 GUI DEBUG ge tflush (deferring to prim)
10697 user_main_a DEBUG runtime syncEmulator immediately=true
10697 GUI DEBUG ge sceGuTexFunc mode 000004
10697 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10697 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10698 user_main_a DEBUG runtime syncEmulator immediately=true
10698 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10698 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10698 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10698 GUI DEBUG ge material ambient a=1,0 (FF)
10699 user_main_a DEBUG runtime syncEmulator immediately=true
10699 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10699 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10699 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10699 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10700 user_main_a DEBUG runtime syncEmulator immediately=true
10700 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10700 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10700 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10701 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10701 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10701 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10700 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10701 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10702 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10701 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10702 GUI DEBUG ge glLoadMatrixf 0,7 0,7 -0,1 0,0
10702 GUI DEBUG ge glLoadMatrixf -0,5 0,7 0,5 0,0
10702 GUI DEBUG ge glLoadMatrixf 0,4 -0,3 0,8 0,0
10703 user_main_a DEBUG runtime syncEmulator immediately=true
10703 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10709 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10709 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10708 user_main_a DEBUG runtime syncEmulator immediately=true
10709 GUI DEBUG ge vaddr 0880a890
10710 GUI DEBUG ge prim triangle 12x
10710 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10710 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10710 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10710 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10710 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10711 user_main_a DEBUG runtime syncEmulator immediately=true
10711 GUI DEBUG ge finish (0)
10711 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1C, behavior=1, signalId=0x0
10711 GUI DEBUG ge end pc=0x880d9a4
10711 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1c, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10711 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10712 user_main_a DEBUG runtime syncEmulator immediately=true
10712 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10712 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10712 user_main_a DEBUG runtime Start of Callback 0x08806468
10712 user_main_a DEBUG runtime End of Callback 0x08806468
10712 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10712 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10712 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1c, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10713 user_main_a DEBUG runtime Ending Idle State
10713 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10713 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10713 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10713 idle0_4 DEBUG runtime Scheduled, restarting...
10713 user_main_a DEBUG runtime Waiting to be scheduled...
10713 idle0_4 DEBUG runtime syncEmulator immediately=false
10713 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10713 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10714 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10714 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10714 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10714 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10714 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10714 idle0_4 DEBUG runtime Waiting to be scheduled...
10714 user_main_a DEBUG runtime Scheduled, restarting...
10714 user_main_a DEBUG runtime syncEmulator immediately=false
10715 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10715 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10715 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10715 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10715 user_main_a DEBUG runtime Starting Idle State...
10715 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10715 user_main_a DEBUG runtime syncEmulator immediately=true
10716 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10717 user_main_a DEBUG runtime syncEmulator immediately=true
10717 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10717 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10717 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10717 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10717 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10718 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10718 user_main_a DEBUG runtime Switching to Thread idle0
10718 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10719 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10719 user_main_a DEBUG runtime Switching to Thread user_main
10719 user_main_a DEBUG runtime Ending Idle State
10719 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10719 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10719 user_main_a DEBUG runtime syncEmulator immediately=false
10719 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10719 user_main_a DEBUG runtime syncEmulator immediately=false
10720 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10720 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10720 user_main_a DEBUG runtime syncEmulator immediately=false
10720 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10720 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1D
10720 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10721 user_main_a DEBUG runtime syncEmulator immediately=false
10721 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D888)
10721 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D89C)
10721 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10721 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D99C)
10721 GUI DEBUG ge executeList PspGeList[id=0x1d, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10721 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D9A4)
10722 GUI DEBUG ge fbp fbp=4088000, fbw=512
10722 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10722 GUI DEBUG ge fbw fbp=88000, fbw=512
10722 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1d, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10722 GUI DEBUG ge base 08000000
10722 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10722 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10722 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10722 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10723 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10723 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10723 user_main_a DEBUG runtime Starting Idle State...
10723 user_main_a DEBUG runtime syncEmulator immediately=true
10724 user_main_a DEBUG runtime syncEmulator immediately=true
10724 GUI DEBUG ge clear mode : 5
10724 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10724 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10724 GUI DEBUG ge vaddr 0880d870
10724 GUI DEBUG ge Texture.hashCode: 8192 bytes
10724 GUI DEBUG ge tflush Reusing cached texture 4
10724 GUI DEBUG ge prim sprites 1x
10725 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10725 user_main_a DEBUG runtime syncEmulator immediately=true
10725 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10725 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10725 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10725 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10725 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10725 GUI DEBUG ge clear mode end
10726 user_main_a DEBUG runtime syncEmulator immediately=true
10726 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10726 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10726 GUI DEBUG ge tflush (deferring to prim)
10726 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10726 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10726 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10726 GUI DEBUG ge tflush (deferring to prim)
10726 GUI DEBUG ge sceGuTexFunc mode 000004
10727 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10727 user_main_a DEBUG runtime syncEmulator immediately=true
10727 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10727 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10727 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10727 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10727 GUI DEBUG ge material ambient a=1,0 (FF)
10727 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10728 user_main_a DEBUG runtime syncEmulator immediately=true
10728 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10728 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10728 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10728 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10728 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10728 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10728 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10729 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10729 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10729 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10729 user_main_a DEBUG runtime syncEmulator immediately=true
10729 GUI DEBUG ge glLoadMatrixf 0,7 0,7 -0,1 0,0
10729 GUI DEBUG ge glLoadMatrixf -0,5 0,7 0,5 0,0
10729 GUI DEBUG ge glLoadMatrixf 0,4 -0,3 0,8 0,0
10729 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10730 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10730 user_main_a DEBUG runtime syncEmulator immediately=true
10730 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10730 GUI DEBUG ge vaddr 0880a890
10730 GUI DEBUG ge prim triangle 12x
10730 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10730 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10730 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10731 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10731 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10731 GUI DEBUG ge finish (0)
10731 user_main_a DEBUG runtime syncEmulator immediately=true
10731 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1D, behavior=1, signalId=0x0
10731 GUI DEBUG ge end pc=0x880d9a4
10731 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1d, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10731 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10732 user_main_a DEBUG runtime syncEmulator immediately=true
10732 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10732 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10732 user_main_a DEBUG runtime Start of Callback 0x08806468
10732 user_main_a DEBUG runtime End of Callback 0x08806468
10732 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10732 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10733 user_main_a DEBUG runtime Ending Idle State
10733 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10733 user_main_a DEBUG runtime Waiting to be scheduled...
10732 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1d, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10733 idle0_4 DEBUG runtime Scheduled, restarting...
10733 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10733 idle0_4 DEBUG runtime syncEmulator immediately=false
10733 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10734 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10734 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10734 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10734 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10734 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10734 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10734 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10735 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10735 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10735 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10735 idle0_4 DEBUG runtime Waiting to be scheduled...
10735 user_main_a DEBUG runtime Scheduled, restarting...
10735 user_main_a DEBUG runtime syncEmulator immediately=false
10735 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10735 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10736 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10736 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10736 user_main_a DEBUG runtime Starting Idle State...
10736 user_main_a DEBUG runtime syncEmulator immediately=true
10737 user_main_a DEBUG runtime syncEmulator immediately=true
10738 user_main_a DEBUG runtime syncEmulator immediately=true
10739 user_main_a DEBUG runtime syncEmulator immediately=true
10740 user_main_a DEBUG runtime syncEmulator immediately=true
10741 user_main_a DEBUG runtime syncEmulator immediately=true
10742 user_main_a DEBUG runtime syncEmulator immediately=true
10743 user_main_a DEBUG runtime syncEmulator immediately=true
10744 user_main_a DEBUG runtime syncEmulator immediately=true
10745 user_main_a DEBUG runtime syncEmulator immediately=true
10746 user_main_a DEBUG runtime syncEmulator immediately=true
10747 user_main_a DEBUG runtime syncEmulator immediately=true
10748 user_main_a DEBUG runtime syncEmulator immediately=true
10749 user_main_a DEBUG runtime syncEmulator immediately=true
10751 user_main_a DEBUG runtime syncEmulator immediately=true
10751 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10751 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10751 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10752 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10752 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10752 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10752 user_main_a DEBUG runtime Switching to Thread idle0
10752 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10752 user_main_a DEBUG runtime Switching to Thread user_main
10752 user_main_a DEBUG runtime Ending Idle State
10753 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10752 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10753 user_main_a DEBUG runtime syncEmulator immediately=false
10753 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10753 user_main_a DEBUG runtime syncEmulator immediately=false
10753 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10753 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10754 user_main_a DEBUG runtime syncEmulator immediately=false
10754 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10754 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1E
10754 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10754 user_main_a DEBUG runtime syncEmulator immediately=false
10754 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D888)
10754 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D89C)
10755 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D99C)
10755 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D9A4)
10755 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10755 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1e, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10755 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10756 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10756 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10756 user_main_a DEBUG runtime Starting Idle State...
10756 user_main_a DEBUG runtime syncEmulator immediately=true
10757 user_main_a DEBUG runtime syncEmulator immediately=true
10758 user_main_a DEBUG runtime syncEmulator immediately=true
10758 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10758 GUI DEBUG ge executeList PspGeList[id=0x1e, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10758 GUI DEBUG ge fbp fbp=4000000, fbw=512
10758 GUI DEBUG ge fbw fbp=0, fbw=512
10758 GUI DEBUG ge base 08000000
10758 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10759 user_main_a DEBUG runtime syncEmulator immediately=true
10759 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10759 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10759 GUI DEBUG ge clear mode : 5
10760 user_main_a DEBUG runtime syncEmulator immediately=true
10760 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10760 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10760 GUI DEBUG ge vaddr 0880d870
10760 GUI DEBUG ge Texture.hashCode: 8192 bytes
10760 GUI DEBUG ge tflush Reusing cached texture 4
10760 GUI DEBUG ge prim sprites 1x
10760 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10761 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10761 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10761 user_main_a DEBUG runtime syncEmulator immediately=true
10761 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10761 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10761 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10761 GUI DEBUG ge clear mode end
10761 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10762 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10762 GUI DEBUG ge tflush (deferring to prim)
10762 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10762 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10762 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10762 GUI DEBUG ge tflush (deferring to prim)
10762 user_main_a DEBUG runtime syncEmulator immediately=true
10762 GUI DEBUG ge sceGuTexFunc mode 000004
10763 user_main_a DEBUG runtime syncEmulator immediately=true
10763 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10763 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10763 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10763 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10763 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10763 GUI DEBUG ge material ambient a=1,0 (FF)
10763 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10764 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10764 user_main_a DEBUG runtime syncEmulator immediately=true
10764 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10764 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10764 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10764 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10764 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10764 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10765 user_main_a DEBUG runtime syncEmulator immediately=true
10765 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10765 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10765 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10765 GUI DEBUG ge glLoadMatrixf 0,7 0,7 -0,1 0,0
10765 GUI DEBUG ge glLoadMatrixf -0,5 0,6 0,6 0,0
10765 GUI DEBUG ge glLoadMatrixf 0,5 -0,3 0,8 0,0
10765 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10766 user_main_a DEBUG runtime syncEmulator immediately=true
10766 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10766 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10766 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10766 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10766 GUI DEBUG ge vaddr 0880a890
10766 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10766 GUI DEBUG ge prim triangle 12x
10767 user_main_a DEBUG runtime syncEmulator immediately=true
10767 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10767 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10767 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10767 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10767 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10767 GUI DEBUG ge finish (0)
10768 user_main_a DEBUG runtime syncEmulator immediately=true
10768 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1E, behavior=1, signalId=0x0
10768 GUI DEBUG ge end pc=0x880d9a4
10768 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1e, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10768 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10769 user_main_a DEBUG runtime syncEmulator immediately=true
10769 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10769 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10769 user_main_a DEBUG runtime Start of Callback 0x08806468
10769 user_main_a DEBUG runtime End of Callback 0x08806468
10769 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10769 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10769 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1e, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10769 user_main_a DEBUG runtime Ending Idle State
10770 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10770 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10770 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10770 idle0_4 DEBUG runtime Scheduled, restarting...
10770 user_main_a DEBUG runtime Waiting to be scheduled...
10770 idle0_4 DEBUG runtime syncEmulator immediately=false
10771 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10770 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10771 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10772 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10772 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10772 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10772 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10772 idle0_4 DEBUG runtime Waiting to be scheduled...
10772 user_main_a DEBUG runtime Scheduled, restarting...
10772 user_main_a DEBUG runtime syncEmulator immediately=false
10773 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10773 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10773 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10773 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10773 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10773 user_main_a DEBUG runtime Starting Idle State...
10773 user_main_a DEBUG runtime syncEmulator immediately=true
10774 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10775 user_main_a DEBUG runtime syncEmulator immediately=true
10776 user_main_a DEBUG runtime syncEmulator immediately=true
10777 user_main_a DEBUG runtime syncEmulator immediately=true
10778 user_main_a DEBUG runtime syncEmulator immediately=true
10779 user_main_a DEBUG runtime syncEmulator immediately=true
10780 user_main_a DEBUG runtime syncEmulator immediately=true
10781 user_main_a DEBUG runtime syncEmulator immediately=true
10782 user_main_a DEBUG runtime syncEmulator immediately=true
10783 user_main_a DEBUG runtime syncEmulator immediately=true
10783 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10783 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10783 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10783 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10783 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10784 user_main_a DEBUG runtime Switching to Thread idle0
10784 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10784 user_main_a DEBUG runtime Switching to Thread user_main
10784 user_main_a DEBUG runtime Ending Idle State
10784 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10784 user_main_a DEBUG runtime syncEmulator immediately=false
10784 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10785 user_main_a DEBUG runtime syncEmulator immediately=false
10785 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10785 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10785 user_main_a DEBUG runtime syncEmulator immediately=false
10785 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10785 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1F
10785 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10786 user_main_a DEBUG runtime syncEmulator immediately=false
10786 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D888)
10786 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10786 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D89C)
10786 GUI DEBUG ge executeList PspGeList[id=0x1f, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10786 GUI DEBUG ge fbp fbp=4088000, fbw=512
10786 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D99C)
10786 GUI DEBUG ge fbw fbp=88000, fbw=512
10787 GUI DEBUG ge base 08000000
10787 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D9A4)
10787 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10787 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10787 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10787 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1f, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10787 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10788 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10788 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10788 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10788 GUI DEBUG ge clear mode : 5
10788 user_main_a DEBUG runtime Starting Idle State...
10788 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10788 user_main_a DEBUG runtime syncEmulator immediately=true
10789 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10789 GUI DEBUG ge vaddr 0880d870
10789 GUI DEBUG ge Texture.hashCode: 8192 bytes
10789 GUI DEBUG ge tflush Reusing cached texture 4
10789 GUI DEBUG ge prim sprites 1x
10789 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10789 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10790 user_main_a DEBUG runtime syncEmulator immediately=true
10790 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10790 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10790 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10790 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10790 GUI DEBUG ge clear mode end
10790 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10791 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10791 GUI DEBUG ge tflush (deferring to prim)
10791 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10791 user_main_a DEBUG runtime syncEmulator immediately=true
10791 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10791 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10791 GUI DEBUG ge tflush (deferring to prim)
10792 user_main_a DEBUG runtime syncEmulator immediately=true
10792 GUI DEBUG ge sceGuTexFunc mode 000004
10792 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10792 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10792 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10792 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10792 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10792 GUI DEBUG ge material ambient a=1,0 (FF)
10793 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10793 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10793 user_main_a DEBUG runtime syncEmulator immediately=true
10793 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10793 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10793 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10793 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10794 user_main_a DEBUG runtime syncEmulator immediately=true
10794 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10794 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10794 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10794 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10794 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10794 GUI DEBUG ge glLoadMatrixf 0,7 0,7 -0,1 0,0
10794 GUI DEBUG ge glLoadMatrixf -0,5 0,6 0,6 0,0
10795 user_main_a DEBUG runtime syncEmulator immediately=true
10795 GUI DEBUG ge glLoadMatrixf 0,5 -0,3 0,8 0,0
10795 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10795 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10795 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10795 GUI DEBUG ge vaddr 0880a890
10795 GUI DEBUG ge prim triangle 12x
10796 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10796 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10796 user_main_a DEBUG runtime syncEmulator immediately=true
10796 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10796 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10796 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10796 GUI DEBUG ge finish (0)
10797 user_main_a DEBUG runtime syncEmulator immediately=true
10797 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1F, behavior=1, signalId=0x0
10797 GUI DEBUG ge end pc=0x880d9a4
10797 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1f, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10797 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10798 user_main_a DEBUG runtime syncEmulator immediately=true
10798 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10798 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10798 user_main_a DEBUG runtime Start of Callback 0x08806468
10798 user_main_a DEBUG runtime End of Callback 0x08806468
10798 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10798 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10798 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1f, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10799 user_main_a DEBUG runtime Ending Idle State
10799 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10799 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10799 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10799 idle0_4 DEBUG runtime Scheduled, restarting...
10800 idle0_4 DEBUG runtime syncEmulator immediately=false
10800 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10799 user_main_a DEBUG runtime Waiting to be scheduled...
10800 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10799 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10800 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10800 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10801 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10801 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10801 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10801 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10801 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10801 idle0_4 DEBUG runtime Waiting to be scheduled...
10801 user_main_a DEBUG runtime Scheduled, restarting...
10802 user_main_a DEBUG runtime syncEmulator immediately=false
10802 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10802 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10802 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10802 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10802 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10802 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10804 user_main_a DEBUG runtime Starting Idle State...
10804 user_main_a DEBUG runtime syncEmulator immediately=true
10805 user_main_a DEBUG runtime syncEmulator immediately=true
10805 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10805 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10805 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10806 user_main_a DEBUG runtime syncEmulator immediately=true
10807 user_main_a DEBUG runtime syncEmulator immediately=true
10808 user_main_a DEBUG runtime syncEmulator immediately=true
10809 user_main_a DEBUG runtime syncEmulator immediately=true
10810 user_main_a DEBUG runtime syncEmulator immediately=true
10811 user_main_a DEBUG runtime syncEmulator immediately=true
10812 user_main_a DEBUG runtime syncEmulator immediately=true
10813 user_main_a DEBUG runtime syncEmulator immediately=true
10814 user_main_a DEBUG runtime syncEmulator immediately=true
10815 user_main_a DEBUG runtime syncEmulator immediately=true
10816 user_main_a DEBUG runtime syncEmulator immediately=true
10816 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10816 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10816 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10816 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10816 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10817 user_main_a DEBUG runtime Switching to Thread idle0
10817 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10817 user_main_a DEBUG runtime Switching to Thread user_main
10817 user_main_a DEBUG runtime Ending Idle State
10817 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10817 user_main_a DEBUG runtime syncEmulator immediately=false
10818 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10818 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10818 user_main_a DEBUG runtime syncEmulator immediately=false
10818 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10818 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x20
10818 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10818 user_main_a DEBUG runtime syncEmulator immediately=false
10819 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D888)
10819 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10819 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D89C)
10819 GUI DEBUG ge executeList PspGeList[id=0x20, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10819 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D99C)
10819 GUI DEBUG ge fbp fbp=4000000, fbw=512
10819 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D9A4)
10820 GUI DEBUG ge fbw fbp=0, fbw=512
10820 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10820 GUI DEBUG ge base 08000000
10820 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x20, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10820 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10820 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10821 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10821 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10820 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10821 user_main_a DEBUG runtime Starting Idle State...
10821 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10821 user_main_a DEBUG runtime syncEmulator immediately=true
10822 user_main_a DEBUG runtime syncEmulator immediately=true
10822 GUI DEBUG ge clear mode : 5
10822 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10822 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10822 GUI DEBUG ge vaddr 0880d870
10822 GUI DEBUG ge Texture.hashCode: 8192 bytes
10822 GUI DEBUG ge tflush Reusing cached texture 4
10823 user_main_a DEBUG runtime syncEmulator immediately=true
10823 GUI DEBUG ge prim sprites 1x
10823 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10823 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10823 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10823 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10823 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10824 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10824 user_main_a DEBUG runtime syncEmulator immediately=true
10824 GUI DEBUG ge clear mode end
10824 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10824 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10824 GUI DEBUG ge tflush (deferring to prim)
10824 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10824 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10825 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10825 GUI DEBUG ge tflush (deferring to prim)
10825 GUI DEBUG ge sceGuTexFunc mode 000004
10825 user_main_a DEBUG runtime syncEmulator immediately=true
10825 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10825 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10825 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10826 user_main_a DEBUG runtime syncEmulator immediately=true
10826 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10826 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10826 GUI DEBUG ge material ambient a=1,0 (FF)
10826 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10826 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10826 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10827 user_main_a DEBUG runtime syncEmulator immediately=true
10827 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10827 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10827 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10827 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10827 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10827 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10827 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10828 user_main_a DEBUG runtime syncEmulator immediately=true
10828 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10828 GUI DEBUG ge glLoadMatrixf 0,7 0,7 -0,1 0,0
10828 GUI DEBUG ge glLoadMatrixf -0,6 0,6 0,6 0,0
10828 GUI DEBUG ge glLoadMatrixf 0,5 -0,4 0,8 0,0
10828 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10829 user_main_a DEBUG runtime syncEmulator immediately=true
10829 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10829 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10829 GUI DEBUG ge vaddr 0880a890
10829 GUI DEBUG ge prim triangle 12x
10829 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10829 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10829 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10830 user_main_a DEBUG runtime syncEmulator immediately=true
10830 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10830 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10830 GUI DEBUG ge finish (0)
10830 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x20, behavior=1, signalId=0x0
10830 GUI DEBUG ge end pc=0x880d9a4
10831 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x20, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10831 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x20, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10831 user_main_a DEBUG runtime syncEmulator immediately=true
10831 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10831 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10831 user_main_a DEBUG runtime Start of Callback 0x08806468
10832 user_main_a DEBUG runtime End of Callback 0x08806468
10832 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x20, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10832 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x20, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10832 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10832 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10832 user_main_a DEBUG runtime Ending Idle State
10832 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10833 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10833 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10833 idle0_4 DEBUG runtime Scheduled, restarting...
10833 idle0_4 DEBUG runtime syncEmulator immediately=false
10833 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10834 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10834 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
10834 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10834 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
10833 user_main_a DEBUG runtime Waiting to be scheduled...
10834 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10834 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10835 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10835 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10836 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10836 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10836 idle0_4 DEBUG runtime Waiting to be scheduled...
10836 user_main_a DEBUG runtime Scheduled, restarting...
10836 user_main_a DEBUG runtime syncEmulator immediately=false
10836 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10837 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10837 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10837 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10837 user_main_a DEBUG runtime Starting Idle State...
10837 user_main_a DEBUG runtime syncEmulator immediately=true
10838 user_main_a DEBUG runtime syncEmulator immediately=true
10839 user_main_a DEBUG runtime syncEmulator immediately=true
10839 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10839 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10839 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10840 user_main_a DEBUG runtime syncEmulator immediately=true
10841 user_main_a DEBUG runtime syncEmulator immediately=true
10842 user_main_a DEBUG runtime syncEmulator immediately=true
10843 user_main_a DEBUG runtime syncEmulator immediately=true
10844 user_main_a DEBUG runtime syncEmulator immediately=true
10845 user_main_a DEBUG runtime syncEmulator immediately=true
10846 user_main_a DEBUG runtime syncEmulator immediately=true
10847 user_main_a DEBUG runtime syncEmulator immediately=true
10848 user_main_a DEBUG runtime syncEmulator immediately=true
10849 user_main_a DEBUG runtime syncEmulator immediately=true
10850 user_main_a DEBUG runtime syncEmulator immediately=true
10850 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10850 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10850 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10850 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10850 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10851 user_main_a DEBUG runtime Switching to Thread idle0
10851 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10851 user_main_a DEBUG runtime Switching to Thread user_main
10851 user_main_a DEBUG runtime Ending Idle State
10851 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10851 user_main_a DEBUG runtime syncEmulator immediately=false
10851 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10852 user_main_a DEBUG runtime syncEmulator immediately=false
10852 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10852 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10852 user_main_a DEBUG runtime syncEmulator immediately=false
10852 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10853 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x21
10853 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10853 user_main_a DEBUG runtime syncEmulator immediately=false
10853 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D888)
10853 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10853 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D89C)
10853 GUI DEBUG ge executeList PspGeList[id=0x21, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10854 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D99C)
10854 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D9A4)
10854 GUI DEBUG ge fbp fbp=4088000, fbw=512
10854 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10854 GUI DEBUG ge fbw fbp=88000, fbw=512
10854 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x21, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10854 GUI DEBUG ge base 08000000
10855 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10855 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10855 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10855 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10855 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10855 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10856 user_main_a DEBUG runtime Starting Idle State...
10856 user_main_a DEBUG runtime syncEmulator immediately=true
10856 GUI DEBUG ge clear mode : 5
10856 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10856 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10856 GUI DEBUG ge vaddr 0880d870
10857 GUI DEBUG ge Texture.hashCode: 8192 bytes
10857 GUI DEBUG ge tflush Reusing cached texture 4
10857 GUI DEBUG ge prim sprites 1x
10857 user_main_a DEBUG runtime syncEmulator immediately=true
10857 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10857 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10857 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10858 user_main_a DEBUG runtime syncEmulator immediately=true
10858 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10858 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10858 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10858 GUI DEBUG ge clear mode end
10858 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10858 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10859 user_main_a DEBUG runtime syncEmulator immediately=true
10859 GUI DEBUG ge tflush (deferring to prim)
10859 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10859 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10859 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10859 GUI DEBUG ge tflush (deferring to prim)
10859 GUI DEBUG ge sceGuTexFunc mode 000004
10860 user_main_a DEBUG runtime syncEmulator immediately=true
10860 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10860 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10860 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10860 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10860 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10860 GUI DEBUG ge material ambient a=1,0 (FF)
10861 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10861 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10861 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10861 user_main_a DEBUG runtime syncEmulator immediately=true
10861 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10861 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10862 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10862 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10862 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10862 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10862 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10862 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10862 GUI DEBUG ge glLoadMatrixf 0,7 0,8 -0,1 0,0
10863 GUI DEBUG ge glLoadMatrixf -0,6 0,6 0,6 0,0
10863 GUI DEBUG ge glLoadMatrixf 0,5 -0,4 0,8 0,0
10863 user_main_a DEBUG runtime syncEmulator immediately=true
10863 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10863 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10863 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10864 user_main_a DEBUG runtime syncEmulator immediately=true
10864 GUI DEBUG ge vaddr 0880a890
10864 GUI DEBUG ge prim triangle 12x
10864 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10864 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10864 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10864 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10865 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10865 user_main_a DEBUG runtime syncEmulator immediately=true
10865 GUI DEBUG ge finish (0)
10865 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x21, behavior=1, signalId=0x0
10865 GUI DEBUG ge end pc=0x880d9a4
10865 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x21, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10866 user_main_a DEBUG runtime syncEmulator immediately=true
10866 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x21, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10866 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10866 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10866 user_main_a DEBUG runtime Start of Callback 0x08806468
10866 user_main_a DEBUG runtime End of Callback 0x08806468
10867 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x21, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10867 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10867 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10867 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10867 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10867 user_main_a DEBUG runtime Ending Idle State
10867 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x21, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10868 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10868 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10868 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10868 idle0_4 DEBUG runtime Scheduled, restarting...
10868 user_main_a DEBUG runtime Waiting to be scheduled...
10868 idle0_4 DEBUG runtime syncEmulator immediately=false
10868 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10869 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10869 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10869 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10869 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10870 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10870 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10870 idle0_4 DEBUG runtime Waiting to be scheduled...
10870 user_main_a DEBUG runtime Scheduled, restarting...
10870 user_main_a DEBUG runtime syncEmulator immediately=false
10870 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10871 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10871 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10871 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10871 user_main_a DEBUG runtime Starting Idle State...
10871 user_main_a DEBUG runtime syncEmulator immediately=true
10872 user_main_a DEBUG runtime syncEmulator immediately=true
10872 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10872 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10873 user_main_a DEBUG runtime syncEmulator immediately=true
10874 user_main_a DEBUG runtime syncEmulator immediately=true
10875 user_main_a DEBUG runtime syncEmulator immediately=true
10875 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10875 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10875 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10876 user_main_a DEBUG runtime syncEmulator immediately=true
10877 user_main_a DEBUG runtime syncEmulator immediately=true
10878 user_main_a DEBUG runtime syncEmulator immediately=true
10879 user_main_a DEBUG runtime syncEmulator immediately=true
10880 user_main_a DEBUG runtime syncEmulator immediately=true
10881 user_main_a DEBUG runtime syncEmulator immediately=true
10882 user_main_a DEBUG runtime syncEmulator immediately=true
10883 user_main_a DEBUG runtime syncEmulator immediately=true
10883 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10883 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10883 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10883 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10883 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10884 user_main_a DEBUG runtime Switching to Thread idle0
10884 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10884 user_main_a DEBUG runtime Switching to Thread user_main
10884 user_main_a DEBUG runtime Ending Idle State
10884 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10884 user_main_a DEBUG runtime syncEmulator immediately=false
10885 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10885 user_main_a DEBUG runtime syncEmulator immediately=false
10885 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10885 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10885 user_main_a DEBUG runtime syncEmulator immediately=false
10886 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10886 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x22
10886 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10886 user_main_a DEBUG runtime syncEmulator immediately=false
10886 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D888)
10887 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10887 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D89C)
10887 GUI DEBUG ge executeList PspGeList[id=0x22, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10887 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D99C)
10887 GUI DEBUG ge fbp fbp=4000000, fbw=512
10887 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D9A4)
10887 GUI DEBUG ge fbw fbp=0, fbw=512
10888 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10888 GUI DEBUG ge base 08000000
10888 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x22, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10888 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10888 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10888 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10889 user_main_a DEBUG runtime Starting Idle State...
10889 user_main_a DEBUG runtime syncEmulator immediately=true
10888 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10889 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10889 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10890 user_main_a DEBUG runtime syncEmulator immediately=true
10890 GUI DEBUG ge clear mode : 5
10890 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10890 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10890 GUI DEBUG ge vaddr 0880d870
10891 GUI DEBUG ge Texture.hashCode: 8192 bytes
10891 GUI DEBUG ge tflush Reusing cached texture 4
10891 user_main_a DEBUG runtime syncEmulator immediately=true
10891 GUI DEBUG ge prim sprites 1x
10891 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10891 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10892 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10892 user_main_a DEBUG runtime syncEmulator immediately=true
10892 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10892 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10892 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10892 GUI DEBUG ge clear mode end
10893 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10893 user_main_a DEBUG runtime syncEmulator immediately=true
10893 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10893 GUI DEBUG ge tflush (deferring to prim)
10893 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10893 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10893 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10894 GUI DEBUG ge tflush (deferring to prim)
10894 GUI DEBUG ge sceGuTexFunc mode 000004
10894 user_main_a DEBUG runtime syncEmulator immediately=true
10894 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10894 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10894 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10894 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10895 user_main_a DEBUG runtime syncEmulator immediately=true
10895 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10895 GUI DEBUG ge material ambient a=1,0 (FF)
10895 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10895 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10895 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10896 user_main_a DEBUG runtime syncEmulator immediately=true
10896 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10896 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10896 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10896 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10896 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10896 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10897 user_main_a DEBUG runtime syncEmulator immediately=true
10897 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10897 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10897 GUI DEBUG ge glLoadMatrixf 0,6 0,8 -0,1 0,0
10897 GUI DEBUG ge glLoadMatrixf -0,6 0,5 0,6 0,0
10897 GUI DEBUG ge glLoadMatrixf 0,5 -0,4 0,8 0,0
10898 user_main_a DEBUG runtime syncEmulator immediately=true
10898 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10898 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10898 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10898 GUI DEBUG ge vaddr 0880a890
10898 GUI DEBUG ge prim triangle 12x
10898 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10899 user_main_a DEBUG runtime syncEmulator immediately=true
10899 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10899 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10899 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10899 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10900 GUI DEBUG ge finish (0)
10900 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x22, behavior=1, signalId=0x0
10900 user_main_a DEBUG runtime syncEmulator immediately=true
10900 GUI DEBUG ge end pc=0x880d9a4
10900 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10900 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x22, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10901 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x22, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10900 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10901 user_main_a DEBUG runtime Start of Callback 0x08806468
10901 user_main_a DEBUG runtime End of Callback 0x08806468
10901 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x22, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10901 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10901 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x22, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10902 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10902 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10902 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10902 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10902 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10902 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10903 user_main_a DEBUG runtime Ending Idle State
10903 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10903 user_main_a DEBUG runtime Waiting to be scheduled...
10903 idle0_4 DEBUG runtime Scheduled, restarting...
10903 idle0_4 DEBUG runtime syncEmulator immediately=false
10903 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10904 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10904 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10904 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10904 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10904 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10905 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10905 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10905 idle0_4 DEBUG runtime Waiting to be scheduled...
10905 user_main_a DEBUG runtime Scheduled, restarting...
10905 user_main_a DEBUG runtime syncEmulator immediately=false
10906 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10906 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10906 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10906 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10906 user_main_a DEBUG runtime Starting Idle State...
10906 user_main_a DEBUG runtime syncEmulator immediately=true
10908 user_main_a DEBUG runtime syncEmulator immediately=true
10908 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10908 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10908 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10909 user_main_a DEBUG runtime syncEmulator immediately=true
10910 user_main_a DEBUG runtime syncEmulator immediately=true
10911 user_main_a DEBUG runtime syncEmulator immediately=true
10912 user_main_a DEBUG runtime syncEmulator immediately=true
10913 user_main_a DEBUG runtime syncEmulator immediately=true
10914 user_main_a DEBUG runtime syncEmulator immediately=true
10915 user_main_a DEBUG runtime syncEmulator immediately=true
10916 user_main_a DEBUG runtime syncEmulator immediately=true
10916 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10916 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10916 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10916 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10917 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10917 user_main_a DEBUG runtime Switching to Thread idle0
10917 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10917 user_main_a DEBUG runtime Switching to Thread user_main
10917 user_main_a DEBUG runtime Ending Idle State
10917 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10918 user_main_a DEBUG runtime syncEmulator immediately=false
10918 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10918 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10918 user_main_a DEBUG runtime syncEmulator immediately=false
10918 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10918 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x23
10919 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10919 user_main_a DEBUG runtime syncEmulator immediately=false
10919 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D888)
10919 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10919 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D89C)
10919 GUI DEBUG ge executeList PspGeList[id=0x23, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10920 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D99C)
10920 GUI DEBUG ge fbp fbp=4088000, fbw=512
10920 GUI DEBUG ge fbw fbp=88000, fbw=512
10920 GUI DEBUG ge base 08000000
10920 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10920 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10921 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10920 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D9A4)
10921 GUI DEBUG ge clear mode : 5
10921 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10922 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10922 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x23, status=PSP_GE_LIST_DRAWING, pc=0x0880D890, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10922 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10922 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10922 GUI DEBUG ge vaddr 0880d870
10923 GUI DEBUG ge Texture.hashCode: 8192 bytes
10923 GUI DEBUG ge tflush Reusing cached texture 4
10923 GUI DEBUG ge prim sprites 1x
10922 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10923 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10923 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10923 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10924 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10924 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10923 user_main_a DEBUG runtime Starting Idle State...
10924 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10924 user_main_a DEBUG runtime syncEmulator immediately=true
10924 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10925 user_main_a DEBUG runtime syncEmulator immediately=true
10925 GUI DEBUG ge clear mode end
10925 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10925 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10925 GUI DEBUG ge tflush (deferring to prim)
10925 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10926 user_main_a DEBUG runtime syncEmulator immediately=true
10926 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10926 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10926 GUI DEBUG ge tflush (deferring to prim)
10926 GUI DEBUG ge sceGuTexFunc mode 000004
10926 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10926 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10927 user_main_a DEBUG runtime syncEmulator immediately=true
10927 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10927 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10927 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10927 GUI DEBUG ge material ambient a=1,0 (FF)
10927 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10928 user_main_a DEBUG runtime syncEmulator immediately=true
10928 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10928 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10928 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10928 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10928 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10928 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10929 user_main_a DEBUG runtime syncEmulator immediately=true
10929 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10929 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10929 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10929 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10929 GUI DEBUG ge glLoadMatrixf 0,6 0,8 -0,0 0,0
10930 GUI DEBUG ge glLoadMatrixf -0,6 0,5 0,6 0,0
10930 user_main_a DEBUG runtime syncEmulator immediately=true
10930 GUI DEBUG ge glLoadMatrixf 0,5 -0,4 0,8 0,0
10930 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10930 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10930 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10930 GUI DEBUG ge vaddr 0880a890
10931 user_main_a DEBUG runtime syncEmulator immediately=true
10931 GUI DEBUG ge prim triangle 12x
10931 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10931 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10931 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10932 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10932 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10932 GUI DEBUG ge finish (0)
10932 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x23, behavior=1, signalId=0x0
10932 GUI DEBUG ge end pc=0x880d9a4
10932 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x23, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10933 user_main_a DEBUG runtime syncEmulator immediately=true
10933 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x23, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10933 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10933 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10933 user_main_a DEBUG runtime Start of Callback 0x08806468
10933 user_main_a DEBUG runtime End of Callback 0x08806468
10934 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x23, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10934 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10934 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x23, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10934 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10934 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10934 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10934 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10935 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10935 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
10935 user_main_a DEBUG runtime Ending Idle State
10935 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10935 user_main_a DEBUG runtime Waiting to be scheduled...
10935 idle0_4 DEBUG runtime Scheduled, restarting...
10936 idle0_4 DEBUG runtime syncEmulator immediately=false
10936 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10936 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10936 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10936 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10937 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10937 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10937 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10937 idle0_4 DEBUG runtime Waiting to be scheduled...
10937 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10937 user_main_a DEBUG runtime Scheduled, restarting...
10938 user_main_a DEBUG runtime syncEmulator immediately=false
10938 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10938 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10939 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10939 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10939 user_main_a DEBUG runtime Starting Idle State...
10939 user_main_a DEBUG runtime syncEmulator immediately=true
10940 user_main_a DEBUG runtime syncEmulator immediately=true
10941 user_main_a DEBUG runtime syncEmulator immediately=true
10941 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10941 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
10942 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10942 user_main_a DEBUG runtime syncEmulator immediately=true
10943 user_main_a DEBUG runtime syncEmulator immediately=true
10944 user_main_a DEBUG runtime syncEmulator immediately=true
10945 user_main_a DEBUG runtime syncEmulator immediately=true
10946 user_main_a DEBUG runtime syncEmulator immediately=true
10947 user_main_a DEBUG runtime syncEmulator immediately=true
10948 user_main_a DEBUG runtime syncEmulator immediately=true
10949 user_main_a DEBUG runtime syncEmulator immediately=true
10950 user_main_a DEBUG runtime syncEmulator immediately=true
10950 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10950 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10950 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10950 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10951 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10951 user_main_a DEBUG runtime Switching to Thread idle0
10951 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10951 user_main_a DEBUG runtime Switching to Thread user_main
10951 user_main_a DEBUG runtime Ending Idle State
10951 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10952 user_main_a DEBUG runtime syncEmulator immediately=false
10952 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10952 user_main_a DEBUG runtime syncEmulator immediately=false
10952 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
10952 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10952 user_main_a DEBUG runtime syncEmulator immediately=false
10953 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10953 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x24
10953 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10953 user_main_a DEBUG runtime syncEmulator immediately=false
10953 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D888)
10954 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10954 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D89C)
10954 GUI DEBUG ge executeList PspGeList[id=0x24, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10954 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D99C)
10954 GUI DEBUG ge fbp fbp=4000000, fbw=512
10954 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D9A4)
10954 GUI DEBUG ge fbw fbp=0, fbw=512
10955 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
10955 GUI DEBUG ge base 08000000
10955 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x24, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10955 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10955 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10955 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10955 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10956 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
10956 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10956 user_main_a DEBUG runtime Starting Idle State...
10956 user_main_a DEBUG runtime syncEmulator immediately=true
10956 GUI DEBUG ge clear mode : 5
10957 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10957 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10957 GUI DEBUG ge vaddr 0880d870
10957 GUI DEBUG ge Texture.hashCode: 8192 bytes
10957 GUI DEBUG ge tflush Reusing cached texture 4
10957 GUI DEBUG ge prim sprites 1x
10958 user_main_a DEBUG runtime syncEmulator immediately=true
10958 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10958 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10958 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10958 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10958 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10959 user_main_a DEBUG runtime syncEmulator immediately=true
10959 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10959 GUI DEBUG ge clear mode end
10959 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
10959 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
10959 GUI DEBUG ge tflush (deferring to prim)
10960 user_main_a DEBUG runtime syncEmulator immediately=true
10960 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
10960 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
10960 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
10960 GUI DEBUG ge tflush (deferring to prim)
10960 GUI DEBUG ge sceGuTexFunc mode 000004
10961 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
10961 user_main_a DEBUG runtime syncEmulator immediately=true
10961 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
10961 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
10961 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
10961 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
10962 GUI DEBUG ge material ambient a=1,0 (FF)
10962 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
10962 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
10962 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
10963 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
10963 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
10963 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
10964 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
10963 user_main_a DEBUG runtime syncEmulator immediately=true
10964 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
10964 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
10964 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
10964 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
10965 GUI DEBUG ge glLoadMatrixf 0,6 0,8 -0,0 0,0
10965 GUI DEBUG ge glLoadMatrixf -0,6 0,5 0,7 0,0
10965 user_main_a DEBUG runtime syncEmulator immediately=true
10965 GUI DEBUG ge glLoadMatrixf 0,5 -0,4 0,7 0,0
10965 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
10965 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
10966 user_main_a DEBUG runtime syncEmulator immediately=true
10966 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10966 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10966 GUI DEBUG ge vaddr 0880a890
10966 GUI DEBUG ge prim triangle 12x
10967 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10967 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10967 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10967 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10966 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10967 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
10967 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10968 GUI DEBUG ge finish (0)
10968 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x24, behavior=1, signalId=0x0
10968 GUI DEBUG ge end pc=0x880d9a4
10968 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x24, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10968 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x24, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
10969 user_main_a DEBUG runtime syncEmulator immediately=true
10969 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
10969 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
10969 user_main_a DEBUG runtime Start of Callback 0x08806468
10969 user_main_a DEBUG runtime End of Callback 0x08806468
10970 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x24, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
10970 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10970 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x24, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
10970 user_main_a DEBUG runtime Ending Idle State
10970 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10970 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
10975 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10976 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
10975 idle0_4 DEBUG runtime Scheduled, restarting...
10976 idle0_4 DEBUG runtime syncEmulator immediately=false
10976 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
10976 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
10977 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10977 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10977 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10975 user_main_a DEBUG runtime Waiting to be scheduled...
10977 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
10977 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
10978 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10978 user_main_a DEBUG runtime Scheduled, restarting...
10978 user_main_a DEBUG runtime syncEmulator immediately=false
10978 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
10978 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
10979 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
10979 user_main_a DEBUG runtime Switching from Thread user_main to idle0
10979 user_main_a DEBUG runtime Starting Idle State...
10979 user_main_a DEBUG runtime syncEmulator immediately=true
10978 idle0_4 DEBUG runtime Waiting to be scheduled...
10980 user_main_a DEBUG runtime syncEmulator immediately=true
10981 user_main_a DEBUG runtime syncEmulator immediately=true
10981 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10981 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
10982 user_main_a DEBUG runtime syncEmulator immediately=true
10982 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
10983 user_main_a DEBUG runtime syncEmulator immediately=true
10983 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
10983 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
10983 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
10983 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
10984 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
10984 user_main_a DEBUG runtime Switching to Thread idle0
10984 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
10984 user_main_a DEBUG runtime Switching to Thread user_main
10984 user_main_a DEBUG runtime Ending Idle State
10984 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10985 user_main_a DEBUG runtime syncEmulator immediately=false
10985 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10985 user_main_a DEBUG runtime syncEmulator immediately=false
10985 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
10985 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10986 user_main_a DEBUG runtime syncEmulator immediately=false
10986 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
10986 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x25
10986 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
10986 user_main_a DEBUG runtime syncEmulator immediately=false
10987 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D888)
10987 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
10987 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D89C)
10987 GUI DEBUG ge executeList PspGeList[id=0x25, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
10987 GUI DEBUG ge fbp fbp=4088000, fbw=512
10987 GUI DEBUG ge fbw fbp=88000, fbw=512
10987 user_main_a DEBUG compiler Compiling _S1_2_88068BC
10988 GUI DEBUG ge base 08000000
10988 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
10988 user_main_a DEBUG compiler CodeInstruction.compile > 0x88068BC - addiu $sp, $sp, -32
10988 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
10988 user_main_a DEBUG compiler CodeInstruction.compile 0x88068C0 - sw $s2, 24($sp)
10988 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
10989 user_main_a DEBUG compiler CodeInstruction.compile 0x88068C4 - lui $v0, 0x7FFF <=> li $v0, 0x7FFF0000
10989 user_main_a DEBUG compiler CodeInstruction.compile 0x88068C8 - mfc1 $s2, $f12
10989 user_main_a DEBUG compiler CodeInstruction.compile 0x88068CC - ori $v0, $v0, -1
10989 GUI DEBUG ge clear mode : 5
10990 user_main_a DEBUG compiler CodeInstruction.compile 0x88068D0 - lui $v1, 0x3F49 <=> li $v1, 0x3F490000
10990 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
10990 user_main_a DEBUG compiler CodeInstruction.compile 0x88068D4 - sw $s0, 16($sp)
10990 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
10990 user_main_a DEBUG compiler CodeInstruction.compile 0x88068D8 - ori $v1, $v1, 4056
10991 user_main_a DEBUG compiler CodeInstruction.compile 0x88068DC - and $s0, $s2, $v0
10990 GUI DEBUG ge vaddr 0880d870
10991 user_main_a DEBUG compiler CodeInstruction.compile 0x88068E0 - slt $v1, $v1, $s0
10991 GUI DEBUG ge Texture.hashCode: 8192 bytes
10991 user_main_a DEBUG compiler CodeInstruction.compile 0x88068E4 - sw $s1, 20($sp)
10992 GUI DEBUG ge tflush Reusing cached texture 4
10992 user_main_a DEBUG compiler CodeInstruction.compile 0x88068E8 - sw $ra, 28($sp)
10992 GUI DEBUG ge prim sprites 1x
10992 user_main_a DEBUG compiler CodeInstruction.compile < 0x88068EC - bne $v1, $zr, 0x0880691C
10992 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
10992 user_main_a DEBUG compiler CodeInstruction.compile 0x88068F0 - addu $s1, $a0, $zr <=> move $s1, $a0
10993 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
10993 user_main_a DEBUG compiler CodeInstruction.compile 0x88068F4 - swc1 $f12, 0($s1)
10993 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
10993 user_main_a DEBUG compiler CodeInstruction.compile 0x88068F8 - addu $a1, $zr, $zr <=> li $a1, 0
10993 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
10993 user_main_a DEBUG compiler CodeInstruction.compile 0x88068FC - sw $zr, 4($a0)
10994 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
10994 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806900 - lw $ra, 28($sp)
10994 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
10994 user_main_a DEBUG compiler CodeInstruction.compile 0x8806904 - lw $s2, 24($sp)
10994 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
10994 user_main_a DEBUG compiler CodeInstruction.compile 0x8806908 - lw $s1, 20($sp)
10995 user_main_a DEBUG compiler CodeInstruction.compile 0x880690C - lw $s0, 16($sp)
10995 user_main_a DEBUG compiler CodeInstruction.compile 0x8806910 - addu $v0, $a1, $zr <=> move $v0, $a1
10995 user_main_a DEBUG compiler CodeInstruction.compile 0x8806914 - jr $ra
10995 user_main_a DEBUG compiler CodeInstruction.compile 0x8806918 - addiu $sp, $sp, 32
10995 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
10996 user_main_a DEBUG compiler CodeInstruction.compile > 0x880691C - lui $v0, 0x4016 <=> li $v0, 0x40160000
10996 user_main_a DEBUG compiler CodeInstruction.compile 0x8806920 - ori $v0, $v0, -13341
10996 user_main_a DEBUG compiler CodeInstruction.compile 0x8806924 - slt $v0, $v0, $s0
10996 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806928 - beq $v0, $zr, 0x08806960
10996 user_main_a DEBUG compiler CodeInstruction.compile 0x880692C - lui $v0, 0x4349 <=> li $v0, 0x43490000
10997 user_main_a DEBUG compiler CodeInstruction.compile 0x8806930 - ori $v0, $v0, 3968
10997 user_main_a DEBUG compiler CodeInstruction.compile 0x8806934 - slt $v0, $v0, $s0
10997 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806938 - beq $v0, $zr, 0x088069C0
10997 user_main_a DEBUG compiler CodeInstruction.compile 0x880693C - lui $v0, 0x7F80 <=> li $v0, 0x7F800000
10997 user_main_a DEBUG compiler CodeInstruction.compile 0x8806940 - slt $v0, $s0, $v0
10998 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806944 - bne $v0, $zr, 0x08806AEC
10998 user_main_a DEBUG compiler CodeInstruction.compile 0x8806948 - sra $v0, $s0, 0x0017
10998 user_main_a DEBUG compiler CodeInstruction.compile 0x880694C - sub.s $f0, $f12, $f12
10998 user_main_a DEBUG compiler CodeInstruction.compile 0x8806950 - addu $a1, $zr, $zr <=> li $a1, 0
10998 user_main_a DEBUG compiler CodeInstruction.compile 0x8806954 - swc1 $f0, 0($a0)
10999 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806958 - j 0x08806900
10999 user_main_a DEBUG compiler CodeInstruction.compile 0x880695C - swc1 $f0, 4($a0)
10999 user_main_a DEBUG compiler CodeInstruction.compile <> 0x8806960 - blez $s2, 0x08806AAC
10999 user_main_a DEBUG compiler CodeInstruction.compile 0x8806964 - addiu $v1, $zr, -16 <=> li $v1, -16
10999 user_main_a DEBUG compiler CodeInstruction.compile 0x8806968 - lui $at, 0x0881 <=> li $at, 0x08810000
11000 user_main_a DEBUG compiler CodeInstruction.compile 0x880696C - lwc1 $f0, -23820($at)
11000 user_main_a DEBUG compiler CodeInstruction.compile 0x8806970 - lui $v0, 0x3FC9 <=> li $v0, 0x3FC90000
11000 user_main_a DEBUG compiler CodeInstruction.compile 0x8806974 - and $v1, $s0, $v1
11000 user_main_a DEBUG compiler CodeInstruction.compile 0x8806978 - ori $v0, $v0, 4048
11000 user_main_a DEBUG compiler CodeInstruction.compile < 0x880697C - beq $v1, $v0, 0x08806B9C
11001 user_main_a DEBUG compiler CodeInstruction.compile 0x8806980 - sub.s $f12, $f12, $f0
11001 user_main_a DEBUG compiler CodeInstruction.compile 0x8806984 - lui $at, 0x0881 <=> li $at, 0x08810000
11001 user_main_a DEBUG compiler CodeInstruction.compile 0x8806988 - lwc1 $f2, -23816($at)
11001 user_main_a DEBUG compiler CodeInstruction.compile 0x880698C - addiu $a1, $zr, 1 <=> li $a1, 1
11001 user_main_a DEBUG compiler CodeInstruction.compile 0x8806990 - addu $v0, $a1, $zr <=> move $v0, $a1
11002 user_main_a DEBUG compiler CodeInstruction.compile 0x8806994 - sub.s $f1, $f12, $f2
11002 user_main_a DEBUG compiler CodeInstruction.compile 0x8806998 - sub.s $f0, $f12, $f1
11002 user_main_a DEBUG compiler CodeInstruction.compile 0x880699C - swc1 $f1, 0($a0)
11002 user_main_a DEBUG compiler CodeInstruction.compile 0x88069A0 - sub.s $f0, $f0, $f2
11002 user_main_a DEBUG compiler CodeInstruction.compile 0x88069A4 - swc1 $f0, 4($a0)
11003 user_main_a DEBUG compiler CodeInstruction.compile 0x88069A8 - lw $ra, 28($sp)
11003 user_main_a DEBUG compiler CodeInstruction.compile 0x88069AC - lw $s2, 24($sp)
11003 user_main_a DEBUG compiler CodeInstruction.compile 0x88069B0 - lw $s1, 20($sp)
11003 user_main_a DEBUG compiler CodeInstruction.compile 0x88069B4 - lw $s0, 16($sp)
11003 user_main_a DEBUG compiler CodeInstruction.compile 0x88069B8 - jr $ra
11004 user_main_a DEBUG compiler CodeInstruction.compile 0x88069BC - addiu $sp, $sp, 32
11004 user_main_a DEBUG compiler CodeInstruction.compile <> 0x88069C0 - jal 0x08807850
11004 user_main_a DEBUG compiler CodeInstruction.compile 0x88069C4 - nop
11004 user_main_a DEBUG compiler CodeInstruction.compile 0x88069C8 - lui $at, 0x0881 <=> li $at, 0x08810000
11004 user_main_a DEBUG compiler CodeInstruction.compile 0x88069CC - lwc1 $f1, -23804($at)
11004 user_main_a DEBUG compiler CodeInstruction.compile 0x88069D0 - lui $at, 0x0881 <=> li $at, 0x08810000
11005 user_main_a DEBUG compiler CodeInstruction.compile 0x88069D4 - lwc1 $f2, -24032($at)
11005 user_main_a DEBUG compiler CodeInstruction.compile 0x88069D8 - mul.s $f1, $f0, $f1
11005 user_main_a DEBUG compiler CodeInstruction.compile 0x88069DC - add.s $f1, $f1, $f2
11005 user_main_a DEBUG compiler CodeInstruction.compile 0x88069E0 - lui $at, 0x0881 <=> li $at, 0x08810000
11006 user_main_a DEBUG compiler CodeInstruction.compile 0x88069E4 - lwc1 $f2, -23800($at)
11006 user_main_a DEBUG compiler CodeInstruction.compile 0x88069E8 - trunc.w.s $f1, $f1
11006 user_main_a DEBUG compiler CodeInstruction.compile 0x88069EC - cvt.s.w $f5, $f1
11006 user_main_a DEBUG compiler CodeInstruction.compile 0x88069F0 - mul.s $f2, $f5, $f2
11006 user_main_a DEBUG compiler CodeInstruction.compile 0x88069F4 - mfc1 $a1, $f1
11007 GUI DEBUG ge Wait for sync while stall reached
11007 user_main_a DEBUG compiler CodeInstruction.compile 0x88069F8 - lui $at, 0x0881 <=> li $at, 0x08810000
11007 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
11007 user_main_a DEBUG compiler CodeInstruction.compile 0x88069FC - lwc1 $f1, -23816($at)
11007 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A00 - slti $v0, $a1, 32
11008 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A04 - mul.s $f4, $f5, $f1
11008 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806A08 - bne $v0, $zr, 0x08806BCC
11008 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A0C - add.s $f3, $f0, $f2
11008 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A10 - sub.s $f0, $f3, $f4
11008 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806A14 - sra $v1, $s0, 0x0017
11009 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A18 - mfc1 $a0, $f0
11009 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A1C - nop
11009 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A20 - ext $v0, $a0, 23, 8
11009 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A24 - subu $v0, $v1, $v0
11009 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A28 - slti $v0, $v0, 9
11009 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806A2C - bne $v0, $zr, 0x08806A80
11010 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A30 - swc1 $f0, 0($s1)
11010 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A34 - lui $at, 0x0881 <=> li $at, 0x08810000
11010 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A38 - lwc1 $f1, -23812($at)
11010 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A3C - lui $at, 0x0881 <=> li $at, 0x08810000
11010 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A40 - lwc1 $f2, -23808($at)
11011 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A44 - mul.s $f1, $f5, $f1
11011 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A48 - mul.s $f2, $f5, $f2
11011 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A4C - sub.s $f6, $f3, $f1
11011 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A50 - sub.s $f0, $f3, $f6
11011 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A54 - sub.s $f0, $f0, $f1
11012 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A58 - sub.s $f4, $f2, $f0
11012 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A5C - sub.s $f1, $f6, $f4
11012 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A60 - mfc1 $a0, $f1
11012 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A64 - nop
11012 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A68 - ext $v0, $a0, 23, 8
11013 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A6C - subu $v0, $v1, $v0
11013 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A70 - slti $v0, $v0, 26
11013 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806A74 - beq $v0, $zr, 0x08806C28
11013 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A78 - swc1 $f1, 0($s1)
11013 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A7C - mov.s $f3, $f6
11014 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806A80 - lwc1 $f1, 0($s1)
11014 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A84 - sub.s $f0, $f3, $f1
11014 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A88 - sub.s $f0, $f0, $f4
11014 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806A8C - bgez $s2, 0x08806900
11014 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A90 - swc1 $f0, 4($s1)
11015 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A94 - neg.s $f1, $f1
11015 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A98 - neg.s $f0, $f0
11015 user_main_a DEBUG compiler CodeInstruction.compile 0x8806A9C - subu $a1, $zr, $a1 <=> negu $a1, $a1
11015 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AA0 - swc1 $f0, 4($s1)
11015 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806AA4 - j 0x08806900
11016 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AA8 - swc1 $f1, 0($s1)
11016 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806AAC - lui $at, 0x0881 <=> li $at, 0x08810000
11016 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AB0 - lwc1 $f0, -23820($at)
11016 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AB4 - lui $v0, 0x3FC9 <=> li $v0, 0x3FC90000
11016 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AB8 - and $v1, $s0, $v1
11017 user_main_a DEBUG compiler CodeInstruction.compile 0x8806ABC - ori $v0, $v0, 4048
11017 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806AC0 - beq $v1, $v0, 0x08806BF8
11017 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AC4 - add.s $f12, $f12, $f0
11017 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AC8 - lui $at, 0x0881 <=> li $at, 0x08810000
11017 user_main_a DEBUG compiler CodeInstruction.compile 0x8806ACC - lwc1 $f2, -23816($at)
11018 GUI DEBUG ge Wait for sync while stall reached
11018 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AD0 - addiu $a1, $zr, -1 <=> li $a1, -1
11018 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
11018 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AD4 - add.s $f1, $f12, $f2
11018 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AD8 - sub.s $f0, $f12, $f1
11018 user_main_a DEBUG compiler CodeInstruction.compile 0x8806ADC - swc1 $f1, 0($a0)
11019 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AE0 - add.s $f0, $f0, $f2
11019 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806AE4 - j 0x08806900
11019 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AE8 - swc1 $f0, 4($a0)
11019 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806AEC - addiu $a2, $v0, -134
11020 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AF0 - sll $v1, $a2, 0x0017
11020 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AF4 - subu $s0, $s0, $v1
11020 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AF8 - mtc1 $s0, $f0
11020 user_main_a DEBUG compiler CodeInstruction.compile 0x8806AFC - lui $at, 0x0881 <=> li $at, 0x08810000
11020 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B00 - lwc1 $f3, -23788($at)
11021 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B04 - trunc.w.s $f1, $f0
11021 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B08 - cvt.s.w $f2, $f1
11021 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B0C - sub.s $f0, $f0, $f2
11021 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B10 - swc1 $f2, 0($sp)
11021 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B14 - mtc1 $zr, $f4
11022 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B18 - addiu $a3, $zr, 3 <=> li $a3, 3
11022 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B1C - mul.s $f0, $f0, $f3
11022 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B20 - addiu $a0, $sp, 8
11022 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B24 - trunc.w.s $f1, $f0
11022 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B28 - cvt.s.w $f2, $f1
11023 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B2C - sub.s $f0, $f0, $f2
11023 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B30 - swc1 $f2, 4($sp)
11023 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B34 - mul.s $f0, $f0, $f3
11023 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806B38 - j 0x08806B44
11023 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B3C - swc1 $f0, 8($sp)
11024 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806B40 - addu $a3, $v1, $zr <=> move $a3, $v1
11024 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806B44 - lwc1 $f0, 0($a0)
11024 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B48 - addiu $v1, $a3, -1
11024 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B4C - c.eq.s $f0, $f4
11024 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B50 - nop
11025 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806B54 - bc1t 0x08806B40
11025 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B58 - addiu $a0, $a0, -4
11025 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B5C - addu $a1, $s1, $zr <=> move $a1, $s1
11025 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B60 - addu $a0, $sp, $zr <=> move $a0, $sp
11025 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B64 - lui $t1, 0x0881 <=> li $t1, 0x08810000
11026 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B68 - addiu $t1, $t1, -23656
11026 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806B6C - jal 0x08806E24
11026 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B70 - addiu $t0, $zr, 2 <=> li $t0, 2
11026 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806B74 - bgez $s2, 0x08806900
11026 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B78 - addu $a1, $v0, $zr <=> move $a1, $v0
11027 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B7C - lwc1 $f0, 0($s1)
11027 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B80 - lwc1 $f1, 4($s1)
11027 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B84 - subu $a1, $zr, $v0 <=> negu $a1, $v0
11027 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B88 - neg.s $f0, $f0
11027 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B8C - neg.s $f1, $f1
11028 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B90 - swc1 $f0, 0($s1)
11028 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806B94 - j 0x08806900
11028 user_main_a DEBUG compiler CodeInstruction.compile 0x8806B98 - swc1 $f1, 4($s1)
11028 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806B9C - lui $at, 0x0881 <=> li $at, 0x08810000
11028 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BA0 - lwc1 $f1, -23812($at)
11029 GUI DEBUG ge Wait for sync while stall reached
11029 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BA4 - lui $at, 0x0881 <=> li $at, 0x08810000
11029 GUI DEBUG ge Stall address 0x0880D89C reached, waiting for Sync
11029 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BA8 - lwc1 $f0, -23808($at)
11029 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BAC - addiu $a1, $zr, 1 <=> li $a1, 1
11030 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BB0 - sub.s $f1, $f12, $f1
11030 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BB4 - sub.s $f2, $f1, $f0
11030 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BB8 - sub.s $f1, $f1, $f2
11030 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BBC - swc1 $f2, 0($a0)
11031 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BC0 - sub.s $f1, $f1, $f0
11031 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806BC4 - j 0x08806900
11031 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BC8 - swc1 $f1, 4($a0)
11031 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806BCC - lui $v0, 0x0881 <=> li $v0, 0x08810000
11031 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BD0 - addiu $v0, $v0, -23784
11032 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BD4 - sll $v1, $a1, 0x0002
11032 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BD8 - addu $v1, $v1, $v0
11032 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BDC - lw $a0, -4($v1)
11032 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BE0 - addiu $v0, $zr, -256 <=> li $v0, -256
11032 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BE4 - and $v0, $s0, $v0
11033 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806BE8 - beq $v0, $a0, 0x08806A14
11033 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BEC - sub.s $f0, $f3, $f4
11033 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806BF0 - j 0x08806A80
11033 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BF4 - swc1 $f0, 0($s1)
11033 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806BF8 - lui $at, 0x0881 <=> li $at, 0x08810000
11034 user_main_a DEBUG compiler CodeInstruction.compile 0x8806BFC - lwc1 $f1, -23812($at)
11034 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C00 - lui $at, 0x0881 <=> li $at, 0x08810000
11034 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C04 - lwc1 $f0, -23808($at)
11034 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C08 - addiu $a1, $zr, -1 <=> li $a1, -1
11034 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C0C - add.s $f1, $f12, $f1
11035 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C10 - add.s $f2, $f1, $f0
11035 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C14 - sub.s $f1, $f1, $f2
11035 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C18 - swc1 $f2, 0($a0)
11035 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C1C - add.s $f1, $f1, $f0
11035 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806C20 - j 0x08806900
11036 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C24 - swc1 $f1, 4($a0)
11036 user_main_a DEBUG compiler CodeInstruction.compile > 0x8806C28 - lui $at, 0x0881 <=> li $at, 0x08810000
11036 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C2C - lwc1 $f1, -23796($at)
11036 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C30 - lui $at, 0x0881 <=> li $at, 0x08810000
11036 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C34 - lwc1 $f2, -23792($at)
11037 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C38 - mul.s $f1, $f5, $f1
11037 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C3C - mul.s $f2, $f5, $f2
11037 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C40 - sub.s $f3, $f6, $f1
11037 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C44 - sub.s $f0, $f6, $f3
11037 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C48 - sub.s $f0, $f0, $f1
11038 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C4C - sub.s $f4, $f2, $f0
11038 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C50 - sub.s $f1, $f3, $f4
11038 user_main_a DEBUG compiler CodeInstruction.compile < 0x8806C54 - j 0x08806A80
11038 user_main_a DEBUG compiler CodeInstruction.compile 0x8806C58 - swc1 $f1, 0($s1)
11040 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D99C)
11040 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D9A4)
11040 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11041 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x25, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D89C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11041 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11041 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11041 GUI DEBUG ge clear mode end
11041 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11041 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11042 user_main_a DEBUG runtime Starting Idle State...
11042 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11042 user_main_a DEBUG runtime syncEmulator immediately=true
11042 GUI DEBUG ge tflush (deferring to prim)
11043 user_main_a DEBUG runtime syncEmulator immediately=true
11043 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11043 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11043 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11043 GUI DEBUG ge tflush (deferring to prim)
11043 GUI DEBUG ge sceGuTexFunc mode 000004
11044 user_main_a DEBUG runtime syncEmulator immediately=true
11044 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11044 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11044 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11044 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11045 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11045 user_main_a DEBUG runtime syncEmulator immediately=true
11045 GUI DEBUG ge material ambient a=1,0 (FF)
11045 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11045 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11045 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11046 user_main_a DEBUG runtime syncEmulator immediately=true
11046 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11046 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11046 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11046 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11046 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11047 user_main_a DEBUG runtime syncEmulator immediately=true
11047 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11047 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11047 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11047 GUI DEBUG ge glLoadMatrixf 0,6 0,8 -0,0 0,0
11048 GUI DEBUG ge glLoadMatrixf -0,6 0,4 0,7 0,0
11048 GUI DEBUG ge glLoadMatrixf 0,6 -0,4 0,7 0,0
11048 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11048 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11048 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11049 GUI DEBUG ge vaddr 0880a890
11049 GUI DEBUG ge prim triangle 12x
11048 user_main_a DEBUG runtime syncEmulator immediately=true
11049 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11049 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11050 user_main_a DEBUG runtime syncEmulator immediately=true
11050 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11050 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11050 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11050 GUI DEBUG ge finish (0)
11051 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x25, behavior=1, signalId=0x0
11051 user_main_a DEBUG runtime syncEmulator immediately=true
11051 GUI DEBUG ge end pc=0x880d9a4
11051 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11051 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x25, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11051 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11052 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x25, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11052 user_main_a DEBUG runtime Start of Callback 0x08806468
11052 user_main_a DEBUG runtime End of Callback 0x08806468
11052 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x25, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11053 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11053 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x25, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11053 user_main_a DEBUG runtime Ending Idle State
11053 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11053 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11053 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11054 idle0_4 DEBUG runtime Scheduled, restarting...
11054 user_main_a DEBUG runtime Waiting to be scheduled...
11054 idle0_4 DEBUG runtime syncEmulator immediately=false
11054 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11054 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11055 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11055 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11055 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11055 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11056 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11056 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11056 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11056 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11057 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11057 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11057 user_main_a DEBUG runtime Scheduled, restarting...
11057 user_main_a DEBUG runtime syncEmulator immediately=false
11057 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11058 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11058 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11058 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11058 user_main_a DEBUG runtime Starting Idle State...
11059 user_main_a DEBUG runtime syncEmulator immediately=true
11057 idle0_4 DEBUG runtime Waiting to be scheduled...
11060 user_main_a DEBUG runtime syncEmulator immediately=true
11061 user_main_a DEBUG runtime syncEmulator immediately=true
11062 user_main_a DEBUG runtime syncEmulator immediately=true
11063 user_main_a DEBUG runtime syncEmulator immediately=true
11064 user_main_a DEBUG runtime syncEmulator immediately=true
11064 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11064 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11065 user_main_a DEBUG runtime syncEmulator immediately=true
11065 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11066 user_main_a DEBUG runtime syncEmulator immediately=true
11067 user_main_a DEBUG runtime syncEmulator immediately=true
11068 user_main_a DEBUG runtime syncEmulator immediately=true
11069 user_main_a DEBUG runtime syncEmulator immediately=true
11069 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11069 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11069 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11070 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11070 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11070 user_main_a DEBUG runtime Switching to Thread idle0
11070 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11070 user_main_a DEBUG runtime Switching to Thread user_main
11071 user_main_a DEBUG runtime Ending Idle State
11071 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11071 user_main_a DEBUG runtime syncEmulator immediately=false
11071 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11072 user_main_a DEBUG runtime syncEmulator immediately=false
11072 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11072 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11072 user_main_a DEBUG runtime syncEmulator immediately=false
11072 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11073 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x26
11077 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11078 user_main_a DEBUG runtime syncEmulator immediately=false
11078 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D888)
11078 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11078 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D89C)
11078 GUI DEBUG ge executeList PspGeList[id=0x26, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11079 GUI DEBUG ge fbp fbp=4000000, fbw=512
11079 GUI DEBUG ge fbw fbp=0, fbw=512
11079 GUI DEBUG ge base 08000000
11079 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11079 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11079 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11080 GUI DEBUG ge clear mode : 5
11080 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11081 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11081 GUI DEBUG ge vaddr 0880d870
11081 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D99C)
11081 GUI DEBUG ge Texture.hashCode: 8192 bytes
11081 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D9A4)
11081 GUI DEBUG ge tflush Reusing cached texture 4
11082 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11082 GUI DEBUG ge prim sprites 1x
11082 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x26, status=PSP_GE_LIST_DRAWING, pc=0x0880D89C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11082 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11082 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11083 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11083 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11083 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11083 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11083 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11084 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11083 user_main_a DEBUG runtime Starting Idle State...
11084 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11084 user_main_a DEBUG runtime syncEmulator immediately=true
11084 GUI DEBUG ge clear mode end
11085 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11085 user_main_a DEBUG runtime syncEmulator immediately=true
11085 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11085 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11085 GUI DEBUG ge tflush (deferring to prim)
11085 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11085 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11086 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11086 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11086 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11086 GUI DEBUG ge tflush (deferring to prim)
11087 user_main_a DEBUG runtime syncEmulator immediately=true
11087 GUI DEBUG ge sceGuTexFunc mode 000004
11087 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11087 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11087 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11088 user_main_a DEBUG runtime syncEmulator immediately=true
11088 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11088 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11088 GUI DEBUG ge material ambient a=1,0 (FF)
11088 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11088 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11089 user_main_a DEBUG runtime syncEmulator immediately=true
11089 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11089 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11089 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11089 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11090 user_main_a DEBUG runtime syncEmulator immediately=true
11090 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11090 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11090 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11090 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11091 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11091 GUI DEBUG ge glLoadMatrixf 0,6 0,8 0,0 0,0
11091 GUI DEBUG ge glLoadMatrixf -0,6 0,4 0,7 0,0
11091 GUI DEBUG ge glLoadMatrixf 0,6 -0,4 0,7 0,0
11091 user_main_a DEBUG runtime syncEmulator immediately=true
11092 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11092 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11092 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11092 GUI DEBUG ge vaddr 0880a890
11092 GUI DEBUG ge prim triangle 12x
11093 user_main_a DEBUG runtime syncEmulator immediately=true
11093 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11093 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11093 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11093 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11094 user_main_a DEBUG runtime syncEmulator immediately=true
11094 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11094 GUI DEBUG ge finish (0)
11094 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x26, behavior=1, signalId=0x0
11094 GUI DEBUG ge end pc=0x880d9a4
11095 user_main_a DEBUG runtime syncEmulator immediately=true
11095 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x26, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11095 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11095 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x26, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11095 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11096 user_main_a DEBUG runtime Start of Callback 0x08806468
11096 user_main_a DEBUG runtime End of Callback 0x08806468
11096 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x26, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11096 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11096 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x26, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11096 user_main_a DEBUG runtime Ending Idle State
11097 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11097 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11097 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11097 idle0_4 DEBUG runtime Scheduled, restarting...
11097 user_main_a DEBUG runtime Waiting to be scheduled...
11098 idle0_4 DEBUG runtime syncEmulator immediately=false
11097 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11098 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11098 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11099 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11099 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11099 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11099 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11099 idle0_4 DEBUG runtime Waiting to be scheduled...
11100 user_main_a DEBUG runtime Scheduled, restarting...
11100 user_main_a DEBUG runtime syncEmulator immediately=false
11100 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11100 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11101 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11101 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11101 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11101 user_main_a DEBUG runtime Starting Idle State...
11102 user_main_a DEBUG runtime syncEmulator immediately=true
11102 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11102 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11103 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11103 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11103 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11103 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11104 user_main_a DEBUG runtime Switching to Thread idle0
11104 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11104 user_main_a DEBUG runtime Switching to Thread user_main
11104 user_main_a DEBUG runtime Ending Idle State
11104 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11105 user_main_a DEBUG runtime syncEmulator immediately=false
11105 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11105 user_main_a DEBUG runtime syncEmulator immediately=false
11105 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11105 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11106 user_main_a DEBUG runtime syncEmulator immediately=false
11106 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11106 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x27
11106 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11106 user_main_a DEBUG runtime syncEmulator immediately=false
11107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D888)
11107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D89C)
11107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D99C)
11107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D9A4)
11108 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11114 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x27, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11114 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11115 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11115 GUI DEBUG ge executeList PspGeList[id=0x27, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11115 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11115 GUI DEBUG ge fbp fbp=4088000, fbw=512
11115 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11115 GUI DEBUG ge fbw fbp=88000, fbw=512
11115 user_main_a DEBUG runtime Starting Idle State...
11115 GUI DEBUG ge base 08000000
11116 user_main_a DEBUG runtime syncEmulator immediately=true
11116 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11116 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11116 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11117 user_main_a DEBUG runtime syncEmulator immediately=true
11117 GUI DEBUG ge clear mode : 5
11117 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11117 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11117 GUI DEBUG ge vaddr 0880d870
11117 GUI DEBUG ge Texture.hashCode: 8192 bytes
11117 GUI DEBUG ge tflush Reusing cached texture 4
11117 GUI DEBUG ge prim sprites 1x
11117 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11118 user_main_a DEBUG runtime syncEmulator immediately=true
11118 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11118 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11118 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11118 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11118 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11118 GUI DEBUG ge clear mode end
11118 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11119 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11119 user_main_a DEBUG runtime syncEmulator immediately=true
11119 GUI DEBUG ge tflush (deferring to prim)
11119 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11119 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11119 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11119 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11119 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11119 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11120 GUI DEBUG ge tflush (deferring to prim)
11120 user_main_a DEBUG runtime syncEmulator immediately=true
11120 GUI DEBUG ge sceGuTexFunc mode 000004
11120 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11120 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11120 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11120 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11120 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11120 GUI DEBUG ge material ambient a=1,0 (FF)
11121 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11121 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11121 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11121 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11121 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11121 user_main_a DEBUG runtime syncEmulator immediately=true
11121 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11122 user_main_a DEBUG runtime syncEmulator immediately=true
11122 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11122 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11122 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11122 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11122 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11122 GUI DEBUG ge glLoadMatrixf 0,5 0,8 0,0 0,0
11122 GUI DEBUG ge glLoadMatrixf -0,6 0,4 0,7 0,0
11122 GUI DEBUG ge glLoadMatrixf 0,6 -0,4 0,7 0,0
11123 user_main_a DEBUG runtime syncEmulator immediately=true
11123 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11123 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11123 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11123 GUI DEBUG ge vaddr 0880a890
11123 GUI DEBUG ge prim triangle 12x
11123 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11123 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11124 user_main_a DEBUG runtime syncEmulator immediately=true
11124 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11124 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11124 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11124 GUI DEBUG ge finish (0)
11124 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x27, behavior=1, signalId=0x0
11124 GUI DEBUG ge end pc=0x880d9a4
11124 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x27, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11124 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x27, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11125 user_main_a DEBUG runtime syncEmulator immediately=true
11125 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11125 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11125 user_main_a DEBUG runtime Start of Callback 0x08806468
11125 user_main_a DEBUG runtime End of Callback 0x08806468
11125 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x27, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11125 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11128 user_main_a DEBUG runtime Ending Idle State
11128 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11128 user_main_a DEBUG runtime Waiting to be scheduled...
11125 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x27, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11128 idle0_4 DEBUG runtime Scheduled, restarting...
11128 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11128 idle0_4 DEBUG runtime syncEmulator immediately=false
11128 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11128 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11128 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11129 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11129 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11129 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11129 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11129 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11129 idle0_4 DEBUG runtime Waiting to be scheduled...
11129 user_main_a DEBUG runtime Scheduled, restarting...
11130 user_main_a DEBUG runtime syncEmulator immediately=false
11130 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11130 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11130 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11130 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11130 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11130 user_main_a DEBUG runtime Starting Idle State...
11130 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11130 user_main_a DEBUG runtime syncEmulator immediately=true
11132 user_main_a DEBUG runtime syncEmulator immediately=true
11133 user_main_a DEBUG runtime syncEmulator immediately=true
11134 user_main_a DEBUG runtime syncEmulator immediately=true
11135 user_main_a DEBUG runtime syncEmulator immediately=true
11136 user_main_a DEBUG runtime syncEmulator immediately=true
11136 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11136 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11136 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11136 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11136 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11136 user_main_a DEBUG runtime Switching to Thread idle0
11137 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11137 user_main_a DEBUG runtime Switching to Thread user_main
11137 user_main_a DEBUG runtime Ending Idle State
11137 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11137 user_main_a DEBUG runtime syncEmulator immediately=false
11137 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11137 user_main_a DEBUG runtime syncEmulator immediately=false
11138 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11138 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11138 user_main_a DEBUG runtime syncEmulator immediately=false
11138 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11138 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x28
11138 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11138 user_main_a DEBUG runtime syncEmulator immediately=false
11139 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D888)
11139 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11139 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D89C)
11139 GUI DEBUG ge executeList PspGeList[id=0x28, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11139 GUI DEBUG ge fbp fbp=4000000, fbw=512
11139 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D99C)
11139 GUI DEBUG ge fbw fbp=0, fbw=512
11139 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D9A4)
11139 GUI DEBUG ge base 08000000
11139 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11140 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11140 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x28, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11140 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11140 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11140 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11140 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11140 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11141 user_main_a DEBUG runtime Starting Idle State...
11141 user_main_a DEBUG runtime syncEmulator immediately=true
11141 GUI DEBUG ge clear mode : 5
11141 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11141 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11141 GUI DEBUG ge vaddr 0880d870
11142 GUI DEBUG ge Texture.hashCode: 8192 bytes
11142 user_main_a DEBUG runtime syncEmulator immediately=true
11142 GUI DEBUG ge tflush Reusing cached texture 4
11142 GUI DEBUG ge prim sprites 1x
11142 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11142 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11142 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11142 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11143 user_main_a DEBUG runtime syncEmulator immediately=true
11143 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11143 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11143 GUI DEBUG ge clear mode end
11143 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11143 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11143 GUI DEBUG ge tflush (deferring to prim)
11143 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11144 user_main_a DEBUG runtime syncEmulator immediately=true
11144 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11144 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11144 GUI DEBUG ge tflush (deferring to prim)
11144 GUI DEBUG ge sceGuTexFunc mode 000004
11144 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11144 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11144 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11145 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11145 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11145 user_main_a DEBUG runtime syncEmulator immediately=true
11145 GUI DEBUG ge material ambient a=1,0 (FF)
11145 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11145 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11145 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11145 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11145 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11146 user_main_a DEBUG runtime syncEmulator immediately=true
11146 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11146 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11146 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11146 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11146 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11146 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11146 GUI DEBUG ge glLoadMatrixf 0,5 0,9 0,0 0,0
11147 user_main_a DEBUG runtime syncEmulator immediately=true
11147 GUI DEBUG ge glLoadMatrixf -0,6 0,3 0,7 0,0
11147 GUI DEBUG ge glLoadMatrixf 0,6 -0,4 0,7 0,0
11147 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11147 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11147 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11147 GUI DEBUG ge vaddr 0880a890
11147 GUI DEBUG ge prim triangle 12x
11148 user_main_a DEBUG runtime syncEmulator immediately=true
11148 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11148 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11148 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11148 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11148 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11148 GUI DEBUG ge finish (0)
11148 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x28, behavior=1, signalId=0x0
11149 user_main_a DEBUG runtime syncEmulator immediately=true
11149 GUI DEBUG ge end pc=0x880d9a4
11149 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11149 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x28, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11149 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11149 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x28, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11149 user_main_a DEBUG runtime Start of Callback 0x08806468
11149 user_main_a DEBUG runtime End of Callback 0x08806468
11150 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x28, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11150 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11150 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x28, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11150 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11150 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11150 user_main_a DEBUG runtime Ending Idle State
11150 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11150 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11151 user_main_a DEBUG runtime Waiting to be scheduled...
11151 idle0_4 DEBUG runtime Scheduled, restarting...
11151 idle0_4 DEBUG runtime syncEmulator immediately=false
11151 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11151 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11152 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11152 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11152 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11152 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11152 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11152 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11152 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11152 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11153 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11153 idle0_4 DEBUG runtime Waiting to be scheduled...
11153 user_main_a DEBUG runtime Scheduled, restarting...
11153 user_main_a DEBUG runtime syncEmulator immediately=false
11153 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11153 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11154 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11154 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11154 user_main_a DEBUG runtime Starting Idle State...
11154 user_main_a DEBUG runtime syncEmulator immediately=true
11155 user_main_a DEBUG runtime syncEmulator immediately=true
11155 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11155 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11156 user_main_a DEBUG runtime syncEmulator immediately=true
11156 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11157 user_main_a DEBUG runtime syncEmulator immediately=true
11158 user_main_a DEBUG runtime syncEmulator immediately=true
11159 user_main_a DEBUG runtime syncEmulator immediately=true
11160 user_main_a DEBUG runtime syncEmulator immediately=true
11161 user_main_a DEBUG runtime syncEmulator immediately=true
11162 user_main_a DEBUG runtime syncEmulator immediately=true
11163 user_main_a DEBUG runtime syncEmulator immediately=true
11164 user_main_a DEBUG runtime syncEmulator immediately=true
11165 user_main_a DEBUG runtime syncEmulator immediately=true
11166 user_main_a DEBUG runtime syncEmulator immediately=true
11167 user_main_a DEBUG runtime syncEmulator immediately=true
11168 user_main_a DEBUG runtime syncEmulator immediately=true
11169 user_main_a DEBUG runtime syncEmulator immediately=true
11169 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11169 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11169 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11169 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11169 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11169 user_main_a DEBUG runtime Switching to Thread idle0
11170 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11170 user_main_a DEBUG runtime Switching to Thread user_main
11170 user_main_a DEBUG runtime Ending Idle State
11170 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11170 user_main_a DEBUG runtime syncEmulator immediately=false
11170 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11170 user_main_a DEBUG runtime syncEmulator immediately=false
11171 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11171 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11171 user_main_a DEBUG runtime syncEmulator immediately=false
11171 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11171 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x29
11171 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11172 user_main_a DEBUG runtime syncEmulator immediately=false
11172 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D888)
11172 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D89C)
11172 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11172 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D99C)
11172 GUI DEBUG ge executeList PspGeList[id=0x29, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11172 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D9A4)
11172 GUI DEBUG ge fbp fbp=4088000, fbw=512
11173 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11173 GUI DEBUG ge fbw fbp=88000, fbw=512
11173 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x29, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11173 GUI DEBUG ge base 08000000
11173 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11173 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11173 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11173 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11174 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11174 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11174 user_main_a DEBUG runtime Starting Idle State...
11174 user_main_a DEBUG runtime syncEmulator immediately=true
11174 GUI DEBUG ge clear mode : 5
11174 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11175 user_main_a DEBUG runtime syncEmulator immediately=true
11175 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11175 GUI DEBUG ge vaddr 0880d870
11175 GUI DEBUG ge Texture.hashCode: 8192 bytes
11175 GUI DEBUG ge tflush Reusing cached texture 4
11175 GUI DEBUG ge prim sprites 1x
11176 user_main_a DEBUG runtime syncEmulator immediately=true
11176 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11176 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11176 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11176 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11176 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11177 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11177 GUI DEBUG ge clear mode end
11177 user_main_a DEBUG runtime syncEmulator immediately=true
11177 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11177 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11177 GUI DEBUG ge tflush (deferring to prim)
11177 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11177 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11178 user_main_a DEBUG runtime syncEmulator immediately=true
11178 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11178 GUI DEBUG ge tflush (deferring to prim)
11178 GUI DEBUG ge sceGuTexFunc mode 000004
11178 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11178 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11178 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11178 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11178 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11179 user_main_a DEBUG runtime syncEmulator immediately=true
11179 GUI DEBUG ge material ambient a=1,0 (FF)
11179 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11179 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11179 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11179 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11179 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11179 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11180 user_main_a DEBUG runtime syncEmulator immediately=true
11180 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11180 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11180 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11180 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11180 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11180 GUI DEBUG ge glLoadMatrixf 0,5 0,9 0,1 0,0
11181 user_main_a DEBUG runtime syncEmulator immediately=true
11181 GUI DEBUG ge glLoadMatrixf -0,6 0,3 0,7 0,0
11181 GUI DEBUG ge glLoadMatrixf 0,6 -0,4 0,7 0,0
11181 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11181 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11181 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11181 GUI DEBUG ge vaddr 0880a890
11181 GUI DEBUG ge prim triangle 12x
11182 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11182 user_main_a DEBUG runtime syncEmulator immediately=true
11182 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11182 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11182 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11182 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11182 GUI DEBUG ge finish (0)
11183 user_main_a DEBUG runtime syncEmulator immediately=true
11183 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x29, behavior=1, signalId=0x0
11183 GUI DEBUG ge end pc=0x880d9a4
11183 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x29, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11183 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x29, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11184 user_main_a DEBUG runtime syncEmulator immediately=true
11184 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11184 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11184 user_main_a DEBUG runtime Start of Callback 0x08806468
11184 user_main_a DEBUG runtime End of Callback 0x08806468
11184 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x29, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11184 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11184 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x29, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11185 user_main_a DEBUG runtime Ending Idle State
11185 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11185 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11185 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11185 idle0_4 DEBUG runtime Scheduled, restarting...
11185 user_main_a DEBUG runtime Waiting to be scheduled...
11185 idle0_4 DEBUG runtime syncEmulator immediately=false
11185 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11186 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11186 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11186 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11186 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11186 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11187 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11187 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11187 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11187 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11187 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11187 user_main_a DEBUG runtime Scheduled, restarting...
11188 user_main_a DEBUG runtime syncEmulator immediately=false
11188 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11187 idle0_4 DEBUG runtime Waiting to be scheduled...
11188 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11188 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11188 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11189 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11189 user_main_a DEBUG runtime Starting Idle State...
11189 user_main_a DEBUG runtime syncEmulator immediately=true
11190 user_main_a DEBUG runtime syncEmulator immediately=true
11191 user_main_a DEBUG runtime syncEmulator immediately=true
11191 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11191 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11191 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11192 user_main_a DEBUG runtime syncEmulator immediately=true
11193 user_main_a DEBUG runtime syncEmulator immediately=true
11194 user_main_a DEBUG runtime syncEmulator immediately=true
11195 user_main_a DEBUG runtime syncEmulator immediately=true
11196 user_main_a DEBUG runtime syncEmulator immediately=true
11197 user_main_a DEBUG runtime syncEmulator immediately=true
11198 user_main_a DEBUG runtime syncEmulator immediately=true
11199 user_main_a DEBUG runtime syncEmulator immediately=true
11200 user_main_a DEBUG runtime syncEmulator immediately=true
11201 user_main_a DEBUG runtime syncEmulator immediately=true
11202 user_main_a DEBUG runtime syncEmulator immediately=true
11202 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11202 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11202 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11202 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11202 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11202 user_main_a DEBUG runtime Switching to Thread idle0
11203 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11203 user_main_a DEBUG runtime Switching to Thread user_main
11203 user_main_a DEBUG runtime Ending Idle State
11203 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11203 user_main_a DEBUG runtime syncEmulator immediately=false
11203 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11203 user_main_a DEBUG runtime syncEmulator immediately=false
11204 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11204 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11204 user_main_a DEBUG runtime syncEmulator immediately=false
11204 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11204 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2A
11204 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11205 user_main_a DEBUG runtime syncEmulator immediately=false
11205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D888)
11205 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D89C)
11205 GUI DEBUG ge executeList PspGeList[id=0x2a, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D99C)
11205 GUI DEBUG ge fbp fbp=4000000, fbw=512
11206 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D9A4)
11206 GUI DEBUG ge fbw fbp=0, fbw=512
11206 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11206 GUI DEBUG ge base 08000000
11206 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2a, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11206 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11206 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11206 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11207 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11207 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11207 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11207 user_main_a DEBUG runtime Starting Idle State...
11207 user_main_a DEBUG runtime syncEmulator immediately=true
11207 GUI DEBUG ge clear mode : 5
11208 user_main_a DEBUG runtime syncEmulator immediately=true
11208 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11208 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11208 GUI DEBUG ge vaddr 0880d870
11208 GUI DEBUG ge Texture.hashCode: 8192 bytes
11208 GUI DEBUG ge tflush Reusing cached texture 4
11208 GUI DEBUG ge prim sprites 1x
11209 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11209 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11209 user_main_a DEBUG runtime syncEmulator immediately=true
11209 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11209 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11209 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11209 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11210 user_main_a DEBUG runtime syncEmulator immediately=true
11210 GUI DEBUG ge clear mode end
11210 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11210 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11210 GUI DEBUG ge tflush (deferring to prim)
11210 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11210 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11210 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11211 GUI DEBUG ge tflush (deferring to prim)
11211 GUI DEBUG ge sceGuTexFunc mode 000004
11211 user_main_a DEBUG runtime syncEmulator immediately=true
11211 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11211 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11211 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11211 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11211 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11212 user_main_a DEBUG runtime syncEmulator immediately=true
11212 GUI DEBUG ge material ambient a=1,0 (FF)
11212 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11212 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11212 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11212 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11212 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11213 user_main_a DEBUG runtime syncEmulator immediately=true
11213 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11213 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11213 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11213 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11213 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11213 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11214 GUI DEBUG ge glLoadMatrixf 0,5 0,9 0,1 0,0
11214 user_main_a DEBUG runtime syncEmulator immediately=true
11214 GUI DEBUG ge glLoadMatrixf -0,6 0,3 0,7 0,0
11214 GUI DEBUG ge glLoadMatrixf 0,6 -0,4 0,7 0,0
11214 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11214 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11214 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11214 GUI DEBUG ge vaddr 0880a890
11215 user_main_a DEBUG runtime syncEmulator immediately=true
11215 GUI DEBUG ge prim triangle 12x
11215 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11215 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11215 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11215 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11215 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11216 user_main_a DEBUG runtime syncEmulator immediately=true
11216 GUI DEBUG ge finish (0)
11216 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2A, behavior=1, signalId=0x0
11216 GUI DEBUG ge end pc=0x880d9a4
11216 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2a, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11216 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11217 user_main_a DEBUG runtime syncEmulator immediately=true
11217 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11217 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11217 user_main_a DEBUG runtime Start of Callback 0x08806468
11217 user_main_a DEBUG runtime End of Callback 0x08806468
11217 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11217 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11217 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2a, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11218 user_main_a DEBUG runtime Ending Idle State
11218 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11218 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11218 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11218 idle0_4 DEBUG runtime Scheduled, restarting...
11218 user_main_a DEBUG runtime Waiting to be scheduled...
11218 idle0_4 DEBUG runtime syncEmulator immediately=false
11219 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11219 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11219 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11219 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11218 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11219 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11220 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11220 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11220 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11220 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11220 idle0_4 DEBUG runtime Waiting to be scheduled...
11220 user_main_a DEBUG runtime Scheduled, restarting...
11221 user_main_a DEBUG runtime syncEmulator immediately=false
11221 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11221 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11221 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11221 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11221 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11222 user_main_a DEBUG runtime Starting Idle State...
11222 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11222 user_main_a DEBUG runtime syncEmulator immediately=true
11223 user_main_a DEBUG runtime syncEmulator immediately=true
11224 user_main_a DEBUG runtime syncEmulator immediately=true
11224 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11224 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11225 user_main_a DEBUG runtime syncEmulator immediately=true
11225 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11226 user_main_a DEBUG runtime syncEmulator immediately=true
11227 user_main_a DEBUG runtime syncEmulator immediately=true
11228 user_main_a DEBUG runtime syncEmulator immediately=true
11229 user_main_a DEBUG runtime syncEmulator immediately=true
11230 user_main_a DEBUG runtime syncEmulator immediately=true
11231 user_main_a DEBUG runtime syncEmulator immediately=true
11232 user_main_a DEBUG runtime syncEmulator immediately=true
11233 user_main_a DEBUG runtime syncEmulator immediately=true
11234 user_main_a DEBUG runtime syncEmulator immediately=true
11235 user_main_a DEBUG runtime syncEmulator immediately=true
11236 user_main_a DEBUG runtime syncEmulator immediately=true
11236 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11236 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11236 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11236 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11236 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11237 user_main_a DEBUG runtime Switching to Thread idle0
11237 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11237 user_main_a DEBUG runtime Switching to Thread user_main
11237 user_main_a DEBUG runtime Ending Idle State
11237 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11237 user_main_a DEBUG runtime syncEmulator immediately=false
11237 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11238 user_main_a DEBUG runtime syncEmulator immediately=false
11238 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11238 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11238 user_main_a DEBUG runtime syncEmulator immediately=false
11238 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11238 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2B
11239 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11239 user_main_a DEBUG runtime syncEmulator immediately=false
11239 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D888)
11239 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11239 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D89C)
11239 GUI DEBUG ge executeList PspGeList[id=0x2b, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11239 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D99C)
11239 GUI DEBUG ge fbp fbp=4088000, fbw=512
11240 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D9A4)
11240 GUI DEBUG ge fbw fbp=88000, fbw=512
11240 GUI DEBUG ge base 08000000
11240 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11240 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11240 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11240 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11241 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2b, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11241 GUI DEBUG ge clear mode : 5
11241 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11241 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11242 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11241 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11242 GUI DEBUG ge vaddr 0880d870
11242 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11242 GUI DEBUG ge Texture.hashCode: 8192 bytes
11242 user_main_a DEBUG runtime Starting Idle State...
11242 GUI DEBUG ge tflush Reusing cached texture 4
11242 user_main_a DEBUG runtime syncEmulator immediately=true
11243 GUI DEBUG ge prim sprites 1x
11243 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11243 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11243 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11243 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11243 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11244 user_main_a DEBUG runtime syncEmulator immediately=true
11244 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11244 GUI DEBUG ge clear mode end
11244 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11244 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11244 GUI DEBUG ge tflush (deferring to prim)
11244 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11245 user_main_a DEBUG runtime syncEmulator immediately=true
11245 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11245 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11245 GUI DEBUG ge tflush (deferring to prim)
11245 GUI DEBUG ge sceGuTexFunc mode 000004
11245 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11245 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11245 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11246 user_main_a DEBUG runtime syncEmulator immediately=true
11246 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11246 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11246 GUI DEBUG ge material ambient a=1,0 (FF)
11246 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11246 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11246 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11247 user_main_a DEBUG runtime syncEmulator immediately=true
11247 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11247 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11247 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11247 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11247 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11247 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11248 user_main_a DEBUG runtime syncEmulator immediately=true
11248 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11248 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11248 GUI DEBUG ge glLoadMatrixf 0,4 0,9 0,1 0,0
11248 GUI DEBUG ge glLoadMatrixf -0,6 0,2 0,8 0,0
11248 GUI DEBUG ge glLoadMatrixf 0,6 -0,4 0,6 0,0
11248 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11249 user_main_a DEBUG runtime syncEmulator immediately=true
11249 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11249 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11249 GUI DEBUG ge vaddr 0880a890
11249 GUI DEBUG ge prim triangle 12x
11249 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11250 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11250 user_main_a DEBUG runtime syncEmulator immediately=true
11250 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11250 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11250 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11250 GUI DEBUG ge finish (0)
11250 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2B, behavior=1, signalId=0x0
11251 GUI DEBUG ge end pc=0x880d9a4
11251 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2b, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11251 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11251 user_main_a DEBUG runtime syncEmulator immediately=true
11252 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11252 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11252 user_main_a DEBUG runtime Start of Callback 0x08806468
11252 user_main_a DEBUG runtime End of Callback 0x08806468
11252 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11252 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11252 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2b, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11253 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11253 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11253 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11253 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11253 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11253 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11253 user_main_a DEBUG runtime Ending Idle State
11254 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11254 user_main_a DEBUG runtime Waiting to be scheduled...
11254 idle0_4 DEBUG runtime Scheduled, restarting...
11254 idle0_4 DEBUG runtime syncEmulator immediately=false
11255 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11255 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11255 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11255 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11255 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11255 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11255 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11256 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11256 idle0_4 DEBUG runtime Waiting to be scheduled...
11256 user_main_a DEBUG runtime Scheduled, restarting...
11256 user_main_a DEBUG runtime syncEmulator immediately=false
11256 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11257 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11257 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11257 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11257 user_main_a DEBUG runtime Starting Idle State...
11257 user_main_a DEBUG runtime syncEmulator immediately=true
11258 user_main_a DEBUG runtime syncEmulator immediately=true
11259 user_main_a DEBUG runtime syncEmulator immediately=true
11259 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11259 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11259 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11260 user_main_a DEBUG runtime syncEmulator immediately=true
11261 user_main_a DEBUG runtime syncEmulator immediately=true
11262 user_main_a DEBUG runtime syncEmulator immediately=true
11263 user_main_a DEBUG runtime syncEmulator immediately=true
11264 user_main_a DEBUG runtime syncEmulator immediately=true
11265 user_main_a DEBUG runtime syncEmulator immediately=true
11266 user_main_a DEBUG runtime syncEmulator immediately=true
11267 user_main_a DEBUG runtime syncEmulator immediately=true
11268 user_main_a DEBUG runtime syncEmulator immediately=true
11269 user_main_a DEBUG runtime syncEmulator immediately=true
11269 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11269 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11269 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11269 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11269 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11270 user_main_a DEBUG runtime Switching to Thread idle0
11270 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11270 user_main_a DEBUG runtime Switching to Thread user_main
11270 user_main_a DEBUG runtime Ending Idle State
11270 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11270 user_main_a DEBUG runtime syncEmulator immediately=false
11271 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11271 user_main_a DEBUG runtime syncEmulator immediately=false
11271 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11271 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11271 user_main_a DEBUG runtime syncEmulator immediately=false
11271 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11272 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2C
11272 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11272 user_main_a DEBUG runtime syncEmulator immediately=false
11272 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D888)
11272 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D89C)
11273 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D99C)
11273 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11273 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D9A4)
11273 GUI DEBUG ge executeList PspGeList[id=0x2c, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D99C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11273 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11273 GUI DEBUG ge fbp fbp=4000000, fbw=512
11274 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2c, status=PSP_GE_LIST_DRAWING, pc=0x0880D864, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11274 GUI DEBUG ge fbw fbp=0, fbw=512
11274 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11274 GUI DEBUG ge base 08000000
11274 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11274 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11274 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11275 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11275 user_main_a DEBUG runtime Starting Idle State...
11275 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11275 user_main_a DEBUG runtime syncEmulator immediately=true
11276 user_main_a DEBUG runtime syncEmulator immediately=true
11276 GUI DEBUG ge clear mode : 5
11276 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11276 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11276 GUI DEBUG ge vaddr 0880d870
11277 user_main_a DEBUG runtime syncEmulator immediately=true
11277 GUI DEBUG ge Texture.hashCode: 8192 bytes
11277 GUI DEBUG ge tflush Reusing cached texture 4
11277 GUI DEBUG ge prim sprites 1x
11277 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11277 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11277 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11278 user_main_a DEBUG runtime syncEmulator immediately=true
11278 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11278 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11278 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11278 GUI DEBUG ge clear mode end
11278 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11279 user_main_a DEBUG runtime syncEmulator immediately=true
11279 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11279 GUI DEBUG ge tflush (deferring to prim)
11279 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11279 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11279 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11279 GUI DEBUG ge tflush (deferring to prim)
11280 GUI DEBUG ge sceGuTexFunc mode 000004
11280 user_main_a DEBUG runtime syncEmulator immediately=true
11280 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11280 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11280 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11280 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11280 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11280 GUI DEBUG ge material ambient a=1,0 (FF)
11281 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11281 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11281 user_main_a DEBUG runtime syncEmulator immediately=true
11281 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11281 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11281 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11282 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11282 user_main_a DEBUG runtime syncEmulator immediately=true
11282 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11282 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11282 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11282 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11282 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11283 GUI DEBUG ge glLoadMatrixf 0,4 0,9 0,1 0,0
11283 GUI DEBUG ge glLoadMatrixf -0,6 0,2 0,8 0,0
11283 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,6 0,0
11283 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11283 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11283 user_main_a DEBUG runtime syncEmulator immediately=true
11283 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11284 GUI DEBUG ge vaddr 0880a890
11284 GUI DEBUG ge prim triangle 12x
11284 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11284 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11285 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11285 user_main_a DEBUG runtime syncEmulator immediately=true
11285 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11285 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11285 GUI DEBUG ge finish (0)
11285 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2C, behavior=1, signalId=0x0
11285 GUI DEBUG ge end pc=0x880d9a4
11286 user_main_a DEBUG runtime syncEmulator immediately=true
11286 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2c, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11286 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11286 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11286 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11286 user_main_a DEBUG runtime Start of Callback 0x08806468
11287 user_main_a DEBUG runtime End of Callback 0x08806468
11287 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11287 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2c, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11287 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11287 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11287 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11287 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11288 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11288 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11288 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11288 user_main_a DEBUG runtime Ending Idle State
11288 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11288 user_main_a DEBUG runtime Waiting to be scheduled...
11289 idle0_4 DEBUG runtime Scheduled, restarting...
11289 idle0_4 DEBUG runtime syncEmulator immediately=false
11289 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11289 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11289 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11289 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11290 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11290 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11290 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11290 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11290 idle0_4 DEBUG runtime Waiting to be scheduled...
11290 user_main_a DEBUG runtime Scheduled, restarting...
11291 user_main_a DEBUG runtime syncEmulator immediately=false
11291 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11291 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11291 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11291 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11292 user_main_a DEBUG runtime Starting Idle State...
11292 user_main_a DEBUG runtime syncEmulator immediately=true
11293 user_main_a DEBUG runtime syncEmulator immediately=true
11293 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11293 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11294 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11294 user_main_a DEBUG runtime syncEmulator immediately=true
11295 user_main_a DEBUG runtime syncEmulator immediately=true
11296 user_main_a DEBUG runtime syncEmulator immediately=true
11297 user_main_a DEBUG runtime syncEmulator immediately=true
11298 user_main_a DEBUG runtime syncEmulator immediately=true
11299 user_main_a DEBUG runtime syncEmulator immediately=true
11300 user_main_a DEBUG runtime syncEmulator immediately=true
11301 user_main_a DEBUG runtime syncEmulator immediately=true
11302 user_main_a DEBUG runtime syncEmulator immediately=true
11302 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11302 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11302 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11302 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11302 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11303 user_main_a DEBUG runtime Switching to Thread idle0
11303 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11303 user_main_a DEBUG runtime Switching to Thread user_main
11303 user_main_a DEBUG runtime Ending Idle State
11303 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11304 user_main_a DEBUG runtime syncEmulator immediately=false
11304 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11304 user_main_a DEBUG runtime syncEmulator immediately=false
11304 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11304 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11304 user_main_a DEBUG runtime syncEmulator immediately=false
11305 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11305 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2D
11305 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11305 user_main_a DEBUG runtime syncEmulator immediately=false
11305 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D888)
11305 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11306 GUI DEBUG ge executeList PspGeList[id=0x2d, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11306 GUI DEBUG ge fbp fbp=4088000, fbw=512
11306 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D89C)
11306 GUI DEBUG ge fbw fbp=88000, fbw=512
11306 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D99C)
11306 GUI DEBUG ge base 08000000
11307 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D9A4)
11307 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11307 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11307 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11307 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2d, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11307 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11307 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11308 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11308 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11308 GUI DEBUG ge clear mode : 5
11308 user_main_a DEBUG runtime Starting Idle State...
11308 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11308 user_main_a DEBUG runtime syncEmulator immediately=true
11309 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11309 GUI DEBUG ge vaddr 0880d870
11309 GUI DEBUG ge Texture.hashCode: 8192 bytes
11309 GUI DEBUG ge tflush Reusing cached texture 4
11309 GUI DEBUG ge prim sprites 1x
11309 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11310 user_main_a DEBUG runtime syncEmulator immediately=true
11310 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11310 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11310 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11310 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11310 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11311 GUI DEBUG ge clear mode end
11311 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11311 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11311 user_main_a DEBUG runtime syncEmulator immediately=true
11311 GUI DEBUG ge tflush (deferring to prim)
11311 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11312 user_main_a DEBUG runtime syncEmulator immediately=true
11312 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11312 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11312 GUI DEBUG ge tflush (deferring to prim)
11312 GUI DEBUG ge sceGuTexFunc mode 000004
11312 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11312 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11313 user_main_a DEBUG runtime syncEmulator immediately=true
11313 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11313 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11313 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11313 GUI DEBUG ge material ambient a=1,0 (FF)
11313 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11314 user_main_a DEBUG runtime syncEmulator immediately=true
11314 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11314 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11314 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11314 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11314 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11314 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11315 user_main_a DEBUG runtime syncEmulator immediately=true
11315 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11315 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11315 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11315 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11315 GUI DEBUG ge glLoadMatrixf 0,4 0,9 0,2 0,0
11316 user_main_a DEBUG runtime syncEmulator immediately=true
11316 GUI DEBUG ge glLoadMatrixf -0,6 0,1 0,8 0,0
11316 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,6 0,0
11316 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11316 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11316 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11317 GUI DEBUG ge vaddr 0880a890
11317 user_main_a DEBUG runtime syncEmulator immediately=true
11317 GUI DEBUG ge prim triangle 12x
11317 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11317 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11317 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11318 user_main_a DEBUG runtime syncEmulator immediately=true
11318 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11318 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11318 GUI DEBUG ge finish (0)
11318 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2D, behavior=1, signalId=0x0
11319 user_main_a DEBUG runtime syncEmulator immediately=true
11319 GUI DEBUG ge end pc=0x880d9a4
11319 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11319 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2d, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11319 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11319 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11319 user_main_a DEBUG runtime Start of Callback 0x08806468
11320 user_main_a DEBUG runtime End of Callback 0x08806468
11320 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11320 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11320 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2d, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11320 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11320 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11321 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11321 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11321 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11321 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11321 user_main_a DEBUG runtime Ending Idle State
11321 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11322 user_main_a DEBUG runtime Waiting to be scheduled...
11322 idle0_4 DEBUG runtime Scheduled, restarting...
11322 idle0_4 DEBUG runtime syncEmulator immediately=false
11322 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11322 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11323 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11323 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11323 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11323 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11323 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11324 idle0_4 DEBUG runtime Waiting to be scheduled...
11324 user_main_a DEBUG runtime Scheduled, restarting...
11324 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11324 user_main_a DEBUG runtime syncEmulator immediately=false
11324 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11325 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11325 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11325 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11325 user_main_a DEBUG runtime Starting Idle State...
11325 user_main_a DEBUG runtime syncEmulator immediately=true
11326 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11327 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11327 user_main_a DEBUG runtime syncEmulator immediately=true
11327 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11328 user_main_a DEBUG runtime syncEmulator immediately=true
11329 user_main_a DEBUG runtime syncEmulator immediately=true
11330 user_main_a DEBUG runtime syncEmulator immediately=true
11331 user_main_a DEBUG runtime syncEmulator immediately=true
11332 user_main_a DEBUG runtime syncEmulator immediately=true
11333 user_main_a DEBUG runtime syncEmulator immediately=true
11334 user_main_a DEBUG runtime syncEmulator immediately=true
11335 user_main_a DEBUG runtime syncEmulator immediately=true
11336 user_main_a DEBUG runtime syncEmulator immediately=true
11336 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11336 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11336 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11337 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11337 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11337 user_main_a DEBUG runtime Switching to Thread idle0
11337 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11337 user_main_a DEBUG runtime Switching to Thread user_main
11337 user_main_a DEBUG runtime Ending Idle State
11338 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11338 user_main_a DEBUG runtime syncEmulator immediately=false
11338 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11338 user_main_a DEBUG runtime syncEmulator immediately=false
11338 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11338 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11339 user_main_a DEBUG runtime syncEmulator immediately=false
11339 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11339 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2E
11339 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11339 user_main_a DEBUG runtime syncEmulator immediately=false
11340 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D888)
11340 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11340 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D89C)
11340 GUI DEBUG ge executeList PspGeList[id=0x2e, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11340 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D99C)
11340 GUI DEBUG ge fbp fbp=4000000, fbw=512
11340 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D9A4)
11341 GUI DEBUG ge fbw fbp=0, fbw=512
11341 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11341 GUI DEBUG ge base 08000000
11341 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2e, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11341 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11342 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11342 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11342 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11342 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11342 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11343 user_main_a DEBUG runtime Starting Idle State...
11343 user_main_a DEBUG runtime syncEmulator immediately=true
11343 GUI DEBUG ge clear mode : 5
11343 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11343 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11344 GUI DEBUG ge vaddr 0880d870
11344 user_main_a DEBUG runtime syncEmulator immediately=true
11344 GUI DEBUG ge Texture.hashCode: 8192 bytes
11344 GUI DEBUG ge tflush Reusing cached texture 4
11344 GUI DEBUG ge prim sprites 1x
11344 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11344 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11345 user_main_a DEBUG runtime syncEmulator immediately=true
11345 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11345 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11345 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11345 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11346 user_main_a DEBUG runtime syncEmulator immediately=true
11346 GUI DEBUG ge clear mode end
11346 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11346 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11346 GUI DEBUG ge tflush (deferring to prim)
11346 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11347 user_main_a DEBUG runtime syncEmulator immediately=true
11347 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11347 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11347 GUI DEBUG ge tflush (deferring to prim)
11347 GUI DEBUG ge sceGuTexFunc mode 000004
11347 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11347 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11348 user_main_a DEBUG runtime syncEmulator immediately=true
11348 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11348 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11348 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11348 GUI DEBUG ge material ambient a=1,0 (FF)
11348 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11349 user_main_a DEBUG runtime syncEmulator immediately=true
11349 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11349 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11349 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11349 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11349 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11350 user_main_a DEBUG runtime syncEmulator immediately=true
11350 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11350 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11350 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11350 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11350 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11351 GUI DEBUG ge glLoadMatrixf 0,4 0,9 0,2 0,0
11351 GUI DEBUG ge glLoadMatrixf -0,6 0,1 0,8 0,0
11351 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,6 0,0
11351 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11351 user_main_a DEBUG runtime syncEmulator immediately=true
11351 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11352 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11352 GUI DEBUG ge vaddr 0880a890
11352 user_main_a DEBUG runtime syncEmulator immediately=true
11352 GUI DEBUG ge prim triangle 12x
11352 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11352 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11352 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11353 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11353 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11353 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11353 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11353 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11354 GUI DEBUG ge finish (0)
11354 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2E, behavior=1, signalId=0x0
11354 GUI DEBUG ge end pc=0x880d9a4
11354 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2e, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11354 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11354 user_main_a DEBUG runtime syncEmulator immediately=true
11355 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11355 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11355 user_main_a DEBUG runtime Start of Callback 0x08806468
11355 user_main_a DEBUG runtime End of Callback 0x08806468
11355 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11356 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11356 user_main_a DEBUG runtime Ending Idle State
11356 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2e, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11356 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11356 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11356 idle0_4 DEBUG runtime Scheduled, restarting...
11357 idle0_4 DEBUG runtime syncEmulator immediately=false
11357 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11357 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11356 user_main_a DEBUG runtime Waiting to be scheduled...
11357 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11356 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11358 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11358 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11358 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11358 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11359 idle0_4 DEBUG runtime Waiting to be scheduled...
11359 user_main_a DEBUG runtime Scheduled, restarting...
11359 user_main_a DEBUG runtime syncEmulator immediately=false
11359 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11359 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11360 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11360 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11360 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11360 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11360 user_main_a DEBUG runtime Starting Idle State...
11361 user_main_a DEBUG runtime syncEmulator immediately=true
11362 user_main_a DEBUG runtime syncEmulator immediately=true
11363 user_main_a DEBUG runtime syncEmulator immediately=true
11363 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11363 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11363 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11364 user_main_a DEBUG runtime syncEmulator immediately=true
11365 user_main_a DEBUG runtime syncEmulator immediately=true
11366 user_main_a DEBUG runtime syncEmulator immediately=true
11367 user_main_a DEBUG runtime syncEmulator immediately=true
11368 user_main_a DEBUG runtime syncEmulator immediately=true
11369 user_main_a DEBUG runtime syncEmulator immediately=true
11369 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11369 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11369 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11369 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11370 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11370 user_main_a DEBUG runtime Switching to Thread idle0
11370 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11370 user_main_a DEBUG runtime Switching to Thread user_main
11370 user_main_a DEBUG runtime Ending Idle State
11370 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11371 user_main_a DEBUG runtime syncEmulator immediately=false
11371 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11371 user_main_a DEBUG runtime syncEmulator immediately=false
11371 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11371 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11372 user_main_a DEBUG runtime syncEmulator immediately=false
11372 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11372 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2F
11372 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11372 user_main_a DEBUG runtime syncEmulator immediately=false
11373 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D888)
11373 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D89C)
11373 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11373 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D99C)
11373 GUI DEBUG ge executeList PspGeList[id=0x2f, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11373 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D9A4)
11373 GUI DEBUG ge fbp fbp=4088000, fbw=512
11374 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11374 GUI DEBUG ge fbw fbp=88000, fbw=512
11374 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2f, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11374 GUI DEBUG ge base 08000000
11374 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11374 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11375 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11375 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11375 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11375 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11375 user_main_a DEBUG runtime Starting Idle State...
11376 user_main_a DEBUG runtime syncEmulator immediately=true
11376 GUI DEBUG ge clear mode : 5
11376 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11376 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11376 GUI DEBUG ge vaddr 0880d870
11377 user_main_a DEBUG runtime syncEmulator immediately=true
11377 GUI DEBUG ge Texture.hashCode: 8192 bytes
11377 GUI DEBUG ge tflush Reusing cached texture 4
11377 GUI DEBUG ge prim sprites 1x
11377 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11377 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11378 user_main_a DEBUG runtime syncEmulator immediately=true
11378 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11378 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11378 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11379 user_main_a DEBUG runtime syncEmulator immediately=true
11379 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11379 GUI DEBUG ge clear mode end
11379 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11379 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11379 GUI DEBUG ge tflush (deferring to prim)
11380 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11380 user_main_a DEBUG runtime syncEmulator immediately=true
11380 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11380 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11380 GUI DEBUG ge tflush (deferring to prim)
11380 GUI DEBUG ge sceGuTexFunc mode 000004
11381 user_main_a DEBUG runtime syncEmulator immediately=true
11381 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11381 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11381 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11382 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11382 user_main_a DEBUG runtime syncEmulator immediately=true
11382 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11382 GUI DEBUG ge material ambient a=1,0 (FF)
11382 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11383 user_main_a DEBUG runtime syncEmulator immediately=true
11383 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11383 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11383 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11383 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11383 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11384 user_main_a DEBUG runtime syncEmulator immediately=true
11384 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11384 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11384 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11384 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11384 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11385 user_main_a DEBUG runtime syncEmulator immediately=true
11385 GUI DEBUG ge glLoadMatrixf 0,4 0,9 0,2 0,0
11385 GUI DEBUG ge glLoadMatrixf -0,6 0,1 0,8 0,0
11385 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,6 0,0
11385 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11385 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11386 user_main_a DEBUG runtime syncEmulator immediately=true
11386 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11386 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11386 GUI DEBUG ge vaddr 0880a890
11386 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11386 GUI DEBUG ge prim triangle 12x
11386 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11387 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11387 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11387 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11387 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11387 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11388 user_main_a DEBUG runtime syncEmulator immediately=true
11388 GUI DEBUG ge finish (0)
11388 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2F, behavior=1, signalId=0x0
11388 GUI DEBUG ge end pc=0x880d9a4
11388 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2f, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11389 user_main_a DEBUG runtime syncEmulator immediately=true
11389 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11389 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11389 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11389 user_main_a DEBUG runtime Start of Callback 0x08806468
11390 user_main_a DEBUG runtime End of Callback 0x08806468
11390 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11390 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11390 user_main_a DEBUG runtime Ending Idle State
11390 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2f, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11390 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11391 user_main_a DEBUG runtime Waiting to be scheduled...
11391 idle0_4 DEBUG runtime Scheduled, restarting...
11390 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11391 idle0_4 DEBUG runtime syncEmulator immediately=false
11391 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11392 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11391 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11392 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11392 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11392 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11393 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11393 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11393 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11393 user_main_a DEBUG runtime Scheduled, restarting...
11393 user_main_a DEBUG runtime syncEmulator immediately=false
11394 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11393 idle0_4 DEBUG runtime Waiting to be scheduled...
11394 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11394 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11394 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11394 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11395 user_main_a DEBUG runtime Starting Idle State...
11395 user_main_a DEBUG runtime syncEmulator immediately=true
11396 user_main_a DEBUG runtime syncEmulator immediately=true
11396 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11397 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11397 user_main_a DEBUG runtime syncEmulator immediately=true
11397 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11398 user_main_a DEBUG runtime syncEmulator immediately=true
11399 user_main_a DEBUG runtime syncEmulator immediately=true
11400 user_main_a DEBUG runtime syncEmulator immediately=true
11401 user_main_a DEBUG runtime syncEmulator immediately=true
11402 user_main_a DEBUG runtime syncEmulator immediately=true
11402 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11402 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11402 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11402 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11403 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11403 user_main_a DEBUG runtime Switching to Thread idle0
11403 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11403 user_main_a DEBUG runtime Switching to Thread user_main
11403 user_main_a DEBUG runtime Ending Idle State
11403 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11404 user_main_a DEBUG runtime syncEmulator immediately=false
11404 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11404 user_main_a DEBUG runtime syncEmulator immediately=false
11404 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11405 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11405 user_main_a DEBUG runtime syncEmulator immediately=false
11405 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11405 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x30
11405 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11406 user_main_a DEBUG runtime syncEmulator immediately=false
11406 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D888)
11406 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11406 GUI DEBUG ge executeList PspGeList[id=0x30, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11407 GUI DEBUG ge fbp fbp=4000000, fbw=512
11407 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D89C)
11407 GUI DEBUG ge fbw fbp=0, fbw=512
11407 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D99C)
11407 GUI DEBUG ge base 08000000
11407 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D9A4)
11407 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11408 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11408 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11408 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x30, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11408 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11408 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11409 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11409 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11409 GUI DEBUG ge clear mode : 5
11409 user_main_a DEBUG runtime Starting Idle State...
11409 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11409 user_main_a DEBUG runtime syncEmulator immediately=true
11410 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11410 GUI DEBUG ge vaddr 0880d870
11410 GUI DEBUG ge Texture.hashCode: 8192 bytes
11410 GUI DEBUG ge tflush Reusing cached texture 4
11410 GUI DEBUG ge prim sprites 1x
11411 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11411 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11411 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11411 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11411 user_main_a DEBUG runtime syncEmulator immediately=true
11412 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11412 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11412 GUI DEBUG ge clear mode end
11412 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11413 user_main_a DEBUG runtime syncEmulator immediately=true
11413 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11413 GUI DEBUG ge tflush (deferring to prim)
11413 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11413 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11413 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11414 GUI DEBUG ge tflush (deferring to prim)
11414 user_main_a DEBUG runtime syncEmulator immediately=true
11414 GUI DEBUG ge sceGuTexFunc mode 000004
11414 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11414 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11414 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11415 user_main_a DEBUG runtime syncEmulator immediately=true
11415 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11415 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11415 GUI DEBUG ge material ambient a=1,0 (FF)
11415 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11416 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11416 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11416 user_main_a DEBUG runtime syncEmulator immediately=true
11416 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11416 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11416 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11417 user_main_a DEBUG runtime syncEmulator immediately=true
11417 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11417 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11417 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11417 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11418 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11418 user_main_a DEBUG runtime syncEmulator immediately=true
11418 GUI DEBUG ge glLoadMatrixf 0,3 0,9 0,2 0,0
11418 GUI DEBUG ge glLoadMatrixf -0,6 0,0 0,8 0,0
11418 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,6 0,0
11418 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11419 user_main_a DEBUG runtime syncEmulator immediately=true
11419 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11419 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11419 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11419 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11419 GUI DEBUG ge vaddr 0880a890
11420 GUI DEBUG ge prim triangle 12x
11419 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11420 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11420 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11420 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11420 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11421 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11421 user_main_a DEBUG runtime syncEmulator immediately=true
11421 GUI DEBUG ge finish (0)
11421 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x30, behavior=1, signalId=0x0
11421 GUI DEBUG ge end pc=0x880d9a4
11422 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x30, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11422 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x30, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11422 user_main_a DEBUG runtime syncEmulator immediately=true
11422 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11423 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11423 user_main_a DEBUG runtime Start of Callback 0x08806468
11423 user_main_a DEBUG runtime End of Callback 0x08806468
11423 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x30, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11423 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11423 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x30, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11424 user_main_a DEBUG runtime Ending Idle State
11424 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11424 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11424 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11424 idle0_4 DEBUG runtime Scheduled, restarting...
11424 user_main_a DEBUG runtime Waiting to be scheduled...
11425 idle0_4 DEBUG runtime syncEmulator immediately=false
11424 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11425 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11425 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11426 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11426 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11426 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11426 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11426 idle0_4 DEBUG runtime Waiting to be scheduled...
11426 user_main_a DEBUG runtime Scheduled, restarting...
11427 user_main_a DEBUG runtime syncEmulator immediately=false
11427 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11427 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11427 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11427 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11428 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11428 user_main_a DEBUG runtime Starting Idle State...
11428 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11428 user_main_a DEBUG runtime syncEmulator immediately=true
11430 user_main_a DEBUG runtime syncEmulator immediately=true
11430 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11431 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11431 user_main_a DEBUG runtime syncEmulator immediately=true
11431 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11432 user_main_a DEBUG runtime syncEmulator immediately=true
11433 user_main_a DEBUG runtime syncEmulator immediately=true
11434 user_main_a DEBUG runtime syncEmulator immediately=true
11435 user_main_a DEBUG runtime syncEmulator immediately=true
11436 user_main_a DEBUG runtime syncEmulator immediately=true
11436 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11436 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11436 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11436 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11437 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11437 user_main_a DEBUG runtime Switching to Thread idle0
11437 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11437 user_main_a DEBUG runtime Switching to Thread user_main
11437 user_main_a DEBUG runtime Ending Idle State
11438 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11438 user_main_a DEBUG runtime syncEmulator immediately=false
11438 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11438 user_main_a DEBUG runtime syncEmulator immediately=false
11438 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11439 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11439 user_main_a DEBUG runtime syncEmulator immediately=false
11439 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11439 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x31
11439 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11440 user_main_a DEBUG runtime syncEmulator immediately=false
11440 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D888)
11440 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11440 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D89C)
11440 GUI DEBUG ge executeList PspGeList[id=0x31, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11441 GUI DEBUG ge fbp fbp=4088000, fbw=512
11441 GUI DEBUG ge fbw fbp=88000, fbw=512
11441 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D99C)
11441 GUI DEBUG ge base 08000000
11441 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D9A4)
11441 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11442 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11442 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11442 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x31, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11442 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11442 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11443 GUI DEBUG ge clear mode : 5
11443 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11443 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11444 GUI DEBUG ge vaddr 0880d870
11444 GUI DEBUG ge Texture.hashCode: 8192 bytes
11443 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11444 GUI DEBUG ge tflush Reusing cached texture 4
11444 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11444 GUI DEBUG ge prim sprites 1x
11444 user_main_a DEBUG runtime Starting Idle State...
11445 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11445 user_main_a DEBUG runtime syncEmulator immediately=true
11445 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11445 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11446 user_main_a DEBUG runtime syncEmulator immediately=true
11446 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11446 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11446 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11446 GUI DEBUG ge clear mode end
11447 user_main_a DEBUG runtime syncEmulator immediately=true
11447 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11447 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11447 GUI DEBUG ge tflush (deferring to prim)
11447 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11447 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11448 user_main_a DEBUG runtime syncEmulator immediately=true
11448 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11448 GUI DEBUG ge tflush (deferring to prim)
11448 GUI DEBUG ge sceGuTexFunc mode 000004
11448 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11448 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11449 user_main_a DEBUG runtime syncEmulator immediately=true
11449 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11449 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11449 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11449 GUI DEBUG ge material ambient a=1,0 (FF)
11450 user_main_a DEBUG runtime syncEmulator immediately=true
11450 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11450 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11450 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11450 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11451 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11451 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11451 user_main_a DEBUG runtime syncEmulator immediately=true
11451 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11451 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11451 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11452 user_main_a DEBUG runtime syncEmulator immediately=true
11452 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11452 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11452 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11452 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11452 GUI DEBUG ge glLoadMatrixf 0,3 0,9 0,3 0,0
11453 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11453 GUI DEBUG ge glLoadMatrixf -0,6 -0,0 0,8 0,0
11453 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,6 0,0
11453 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11453 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11454 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11454 GUI DEBUG ge vaddr 0880a890
11454 GUI DEBUG ge prim triangle 12x
11454 user_main_a DEBUG runtime syncEmulator immediately=true
11454 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11455 user_main_a DEBUG runtime syncEmulator immediately=true
11455 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11455 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11455 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11455 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11456 user_main_a DEBUG runtime syncEmulator immediately=true
11456 GUI DEBUG ge finish (0)
11456 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x31, behavior=1, signalId=0x0
11456 GUI DEBUG ge end pc=0x880d9a4
11456 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x31, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11456 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x31, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11457 user_main_a DEBUG runtime syncEmulator immediately=true
11457 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11457 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11457 user_main_a DEBUG runtime Start of Callback 0x08806468
11457 user_main_a DEBUG runtime End of Callback 0x08806468
11458 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x31, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11458 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11458 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x31, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11458 user_main_a DEBUG runtime Ending Idle State
11458 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11458 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11459 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11459 idle0_4 DEBUG runtime Scheduled, restarting...
11459 user_main_a DEBUG runtime Waiting to be scheduled...
11459 idle0_4 DEBUG runtime syncEmulator immediately=false
11459 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11460 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11460 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11460 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11460 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11461 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11461 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11461 idle0_4 DEBUG runtime Waiting to be scheduled...
11461 user_main_a DEBUG runtime Scheduled, restarting...
11461 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11461 user_main_a DEBUG runtime syncEmulator immediately=false
11462 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11462 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11462 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11462 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11463 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11463 user_main_a DEBUG runtime Starting Idle State...
11463 user_main_a DEBUG runtime syncEmulator immediately=true
11464 user_main_a DEBUG runtime syncEmulator immediately=true
11465 user_main_a DEBUG runtime syncEmulator immediately=true
11465 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11465 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11466 user_main_a DEBUG runtime syncEmulator immediately=true
11466 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11467 user_main_a DEBUG runtime syncEmulator immediately=true
11468 user_main_a DEBUG runtime syncEmulator immediately=true
11469 user_main_a DEBUG runtime syncEmulator immediately=true
11469 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11469 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11469 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11469 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11470 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11470 user_main_a DEBUG runtime Switching to Thread idle0
11470 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11470 user_main_a DEBUG runtime Switching to Thread user_main
11470 user_main_a DEBUG runtime Ending Idle State
11471 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11471 user_main_a DEBUG runtime syncEmulator immediately=false
11471 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11471 user_main_a DEBUG runtime syncEmulator immediately=false
11471 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11472 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11472 user_main_a DEBUG runtime syncEmulator immediately=false
11472 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11472 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x32
11473 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11473 user_main_a DEBUG runtime syncEmulator immediately=false
11473 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D888)
11473 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11473 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D89C)
11473 GUI DEBUG ge executeList PspGeList[id=0x32, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11474 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D99C)
11474 GUI DEBUG ge fbp fbp=4000000, fbw=512
11474 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D9A4)
11474 GUI DEBUG ge fbw fbp=0, fbw=512
11474 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11474 GUI DEBUG ge base 08000000
11475 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11475 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11475 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11475 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x32, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11476 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11476 GUI DEBUG ge clear mode : 5
11476 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11476 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11476 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11477 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11477 user_main_a DEBUG runtime Starting Idle State...
11477 GUI DEBUG ge vaddr 0880d870
11477 user_main_a DEBUG runtime syncEmulator immediately=true
11477 GUI DEBUG ge Texture.hashCode: 8192 bytes
11478 user_main_a DEBUG runtime syncEmulator immediately=true
11478 GUI DEBUG ge tflush Reusing cached texture 4
11478 GUI DEBUG ge prim sprites 1x
11478 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11478 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11479 user_main_a DEBUG runtime syncEmulator immediately=true
11479 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11479 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11479 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11479 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11480 user_main_a DEBUG runtime syncEmulator immediately=true
11480 GUI DEBUG ge clear mode end
11480 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11480 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11480 GUI DEBUG ge tflush (deferring to prim)
11481 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11481 user_main_a DEBUG runtime syncEmulator immediately=true
11481 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11481 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11481 GUI DEBUG ge tflush (deferring to prim)
11482 user_main_a DEBUG runtime syncEmulator immediately=true
11482 GUI DEBUG ge sceGuTexFunc mode 000004
11482 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11482 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11482 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11483 user_main_a DEBUG runtime syncEmulator immediately=true
11483 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11483 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11483 GUI DEBUG ge material ambient a=1,0 (FF)
11483 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11484 user_main_a DEBUG runtime syncEmulator immediately=true
11484 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11484 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11484 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11484 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11485 user_main_a DEBUG runtime syncEmulator immediately=true
11485 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11485 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11485 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11485 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11485 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11486 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11486 GUI DEBUG ge glLoadMatrixf 0,3 0,9 0,3 0,0
11486 GUI DEBUG ge glLoadMatrixf -0,6 -0,0 0,8 0,0
11486 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,5 0,0
11486 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11486 user_main_a DEBUG runtime syncEmulator immediately=true
11487 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11487 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11487 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11487 GUI DEBUG ge vaddr 0880a890
11487 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11488 GUI DEBUG ge prim triangle 12x
11488 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11488 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11488 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11489 user_main_a DEBUG runtime syncEmulator immediately=true
11489 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11489 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11489 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11489 GUI DEBUG ge finish (0)
11490 user_main_a DEBUG runtime syncEmulator immediately=true
11490 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x32, behavior=1, signalId=0x0
11490 GUI DEBUG ge end pc=0x880d9a4
11490 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x32, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11490 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x32, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11491 user_main_a DEBUG runtime syncEmulator immediately=true
11491 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11491 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11491 user_main_a DEBUG runtime Start of Callback 0x08806468
11491 user_main_a DEBUG runtime End of Callback 0x08806468
11492 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x32, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11492 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11492 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x32, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11492 user_main_a DEBUG runtime Ending Idle State
11492 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11492 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11493 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11493 idle0_4 DEBUG runtime Scheduled, restarting...
11493 user_main_a DEBUG runtime Waiting to be scheduled...
11493 idle0_4 DEBUG runtime syncEmulator immediately=false
11493 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11494 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11494 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11494 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11494 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11495 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11495 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11495 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11495 idle0_4 DEBUG runtime Waiting to be scheduled...
11496 user_main_a DEBUG runtime Scheduled, restarting...
11496 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11496 user_main_a DEBUG runtime syncEmulator immediately=false
11497 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11497 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11497 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11498 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11498 user_main_a DEBUG runtime Starting Idle State...
11498 user_main_a DEBUG runtime syncEmulator immediately=true
11499 user_main_a DEBUG runtime syncEmulator immediately=true
11499 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11499 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11500 user_main_a DEBUG runtime syncEmulator immediately=true
11500 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11501 user_main_a DEBUG runtime syncEmulator immediately=true
11502 user_main_a DEBUG runtime syncEmulator immediately=true
11502 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11502 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11502 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11502 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11503 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11503 user_main_a DEBUG runtime Switching to Thread idle0
11503 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11503 user_main_a DEBUG runtime Switching to Thread user_main
11504 user_main_a DEBUG runtime Ending Idle State
11504 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11504 user_main_a DEBUG runtime syncEmulator immediately=false
11504 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11504 user_main_a DEBUG runtime syncEmulator immediately=false
11505 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11505 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11505 user_main_a DEBUG runtime syncEmulator immediately=false
11505 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11505 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x33
11506 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11506 user_main_a DEBUG runtime syncEmulator immediately=false
11506 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D888)
11506 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D89C)
11506 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11507 GUI DEBUG ge executeList PspGeList[id=0x33, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11507 GUI DEBUG ge fbp fbp=4088000, fbw=512
11507 GUI DEBUG ge fbw fbp=88000, fbw=512
11507 GUI DEBUG ge base 08000000
11507 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D99C)
11508 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11508 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D9A4)
11508 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11508 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11508 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11509 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x33, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11509 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11509 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11509 GUI DEBUG ge clear mode : 5
11509 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11510 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11510 user_main_a DEBUG runtime Starting Idle State...
11510 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11510 user_main_a DEBUG runtime syncEmulator immediately=true
11510 GUI DEBUG ge vaddr 0880d870
11511 GUI DEBUG ge Texture.hashCode: 8192 bytes
11511 GUI DEBUG ge tflush Reusing cached texture 4
11511 GUI DEBUG ge prim sprites 1x
11511 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11512 user_main_a DEBUG runtime syncEmulator immediately=true
11518 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11519 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11519 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11519 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11519 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11519 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11519 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11519 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11520 user_main_a DEBUG runtime syncEmulator immediately=true
11520 GUI DEBUG ge clear mode end
11520 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11520 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11520 GUI DEBUG ge tflush (deferring to prim)
11520 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11520 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11520 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11520 GUI DEBUG ge tflush (deferring to prim)
11520 GUI DEBUG ge sceGuTexFunc mode 000004
11521 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11521 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11521 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11521 user_main_a DEBUG runtime syncEmulator immediately=true
11521 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11521 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11521 GUI DEBUG ge material ambient a=1,0 (FF)
11521 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11521 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11522 user_main_a DEBUG runtime syncEmulator immediately=true
11522 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11522 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11522 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11522 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11522 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11522 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11522 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11522 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11522 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11523 user_main_a DEBUG runtime syncEmulator immediately=true
11523 GUI DEBUG ge glLoadMatrixf 0,3 0,9 0,3 0,0
11523 GUI DEBUG ge glLoadMatrixf -0,6 -0,1 0,8 0,0
11523 GUI DEBUG ge glLoadMatrixf 0,7 -0,4 0,5 0,0
11523 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11523 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11523 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11523 GUI DEBUG ge vaddr 0880a890
11523 GUI DEBUG ge prim triangle 12x
11524 user_main_a DEBUG runtime syncEmulator immediately=true
11524 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11524 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11524 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11524 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11524 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11524 GUI DEBUG ge finish (0)
11524 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x33, behavior=1, signalId=0x0
11524 GUI DEBUG ge end pc=0x880d9a4
11525 user_main_a DEBUG runtime syncEmulator immediately=true
11525 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x33, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11525 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11525 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x33, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11525 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11525 user_main_a DEBUG runtime Start of Callback 0x08806468
11525 user_main_a DEBUG runtime End of Callback 0x08806468
11525 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x33, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11526 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11526 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x33, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11526 user_main_a DEBUG runtime Ending Idle State
11526 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11526 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11526 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11526 idle0_4 DEBUG runtime Scheduled, restarting...
11526 user_main_a DEBUG runtime Waiting to be scheduled...
11526 idle0_4 DEBUG runtime syncEmulator immediately=false
11526 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11526 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11527 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11527 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11527 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11527 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11527 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11527 idle0_4 DEBUG runtime Waiting to be scheduled...
11528 user_main_a DEBUG runtime Scheduled, restarting...
11528 user_main_a DEBUG runtime syncEmulator immediately=false
11528 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11528 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11529 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11529 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11529 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11529 user_main_a DEBUG runtime Starting Idle State...
11528 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11529 user_main_a DEBUG runtime syncEmulator immediately=true
11530 user_main_a DEBUG runtime syncEmulator immediately=true
11530 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11531 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11531 user_main_a DEBUG runtime syncEmulator immediately=true
11531 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11532 user_main_a DEBUG runtime syncEmulator immediately=true
11533 user_main_a DEBUG runtime syncEmulator immediately=true
11534 user_main_a DEBUG runtime syncEmulator immediately=true
11535 user_main_a DEBUG runtime syncEmulator immediately=true
11536 user_main_a DEBUG runtime syncEmulator immediately=true
11536 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11536 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11536 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11536 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11536 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11537 user_main_a DEBUG runtime Switching to Thread idle0
11537 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11537 user_main_a DEBUG runtime Switching to Thread user_main
11537 user_main_a DEBUG runtime Ending Idle State
11537 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11537 user_main_a DEBUG runtime syncEmulator immediately=false
11537 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11537 user_main_a DEBUG runtime syncEmulator immediately=false
11538 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11538 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11538 user_main_a DEBUG runtime syncEmulator immediately=false
11538 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11538 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x34
11538 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11538 user_main_a DEBUG runtime syncEmulator immediately=false
11539 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D888)
11539 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D89C)
11539 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D99C)
11539 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11539 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D9A4)
11540 GUI DEBUG ge executeList PspGeList[id=0x34, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D99C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11540 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11540 GUI DEBUG ge fbp fbp=4000000, fbw=512
11540 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x34, status=PSP_GE_LIST_DRAWING, pc=0x0880D864, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11540 GUI DEBUG ge fbw fbp=0, fbw=512
11540 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11540 GUI DEBUG ge base 08000000
11540 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11541 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11541 user_main_a DEBUG runtime Starting Idle State...
11540 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11541 user_main_a DEBUG runtime syncEmulator immediately=true
11541 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11541 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11542 user_main_a DEBUG runtime syncEmulator immediately=true
11542 GUI DEBUG ge clear mode : 5
11542 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11542 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11542 GUI DEBUG ge vaddr 0880d870
11542 GUI DEBUG ge Texture.hashCode: 8192 bytes
11542 GUI DEBUG ge tflush Reusing cached texture 4
11542 GUI DEBUG ge prim sprites 1x
11543 user_main_a DEBUG runtime syncEmulator immediately=true
11543 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11543 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11543 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11543 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11543 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11543 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11543 GUI DEBUG ge clear mode end
11544 user_main_a DEBUG runtime syncEmulator immediately=true
11544 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11544 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11544 GUI DEBUG ge tflush (deferring to prim)
11544 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11544 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11544 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11544 GUI DEBUG ge tflush (deferring to prim)
11544 GUI DEBUG ge sceGuTexFunc mode 000004
11545 user_main_a DEBUG runtime syncEmulator immediately=true
11545 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11545 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11545 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11545 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11545 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11545 GUI DEBUG ge material ambient a=1,0 (FF)
11545 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11545 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11546 user_main_a DEBUG runtime syncEmulator immediately=true
11546 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11546 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11546 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11546 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11546 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11546 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11546 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11547 user_main_a DEBUG runtime syncEmulator immediately=true
11547 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11547 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11547 GUI DEBUG ge glLoadMatrixf 0,3 0,9 0,3 0,0
11547 GUI DEBUG ge glLoadMatrixf -0,6 -0,1 0,8 0,0
11547 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,5 0,0
11547 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11547 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11548 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11548 user_main_a DEBUG runtime syncEmulator immediately=true
11548 GUI DEBUG ge vaddr 0880a890
11548 GUI DEBUG ge prim triangle 12x
11548 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11548 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11548 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11548 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11548 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11549 user_main_a DEBUG runtime syncEmulator immediately=true
11549 GUI DEBUG ge finish (0)
11549 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x34, behavior=1, signalId=0x0
11549 GUI DEBUG ge end pc=0x880d9a4
11549 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x34, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11549 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x34, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11550 user_main_a DEBUG runtime syncEmulator immediately=true
11550 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11550 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11550 user_main_a DEBUG runtime Start of Callback 0x08806468
11550 user_main_a DEBUG runtime End of Callback 0x08806468
11550 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x34, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11550 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11551 user_main_a DEBUG runtime Ending Idle State
11551 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11551 user_main_a DEBUG runtime Waiting to be scheduled...
11550 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x34, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11551 idle0_4 DEBUG runtime Scheduled, restarting...
11551 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11551 idle0_4 DEBUG runtime syncEmulator immediately=false
11551 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11552 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11552 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11552 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11552 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11552 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11552 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11552 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11553 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11553 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11553 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11553 idle0_4 DEBUG runtime Waiting to be scheduled...
11553 user_main_a DEBUG runtime Scheduled, restarting...
11553 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11553 user_main_a DEBUG runtime syncEmulator immediately=false
11554 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11554 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11554 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11554 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11554 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11554 user_main_a DEBUG runtime Starting Idle State...
11555 user_main_a DEBUG runtime syncEmulator immediately=true
11556 user_main_a DEBUG runtime syncEmulator immediately=true
11556 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11556 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11557 user_main_a DEBUG runtime syncEmulator immediately=true
11557 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11558 user_main_a DEBUG runtime syncEmulator immediately=true
11559 user_main_a DEBUG runtime syncEmulator immediately=true
11560 user_main_a DEBUG runtime syncEmulator immediately=true
11561 user_main_a DEBUG runtime syncEmulator immediately=true
11562 user_main_a DEBUG runtime syncEmulator immediately=true
11563 user_main_a DEBUG runtime syncEmulator immediately=true
11564 user_main_a DEBUG runtime syncEmulator immediately=true
11565 user_main_a DEBUG runtime syncEmulator immediately=true
11566 user_main_a DEBUG runtime syncEmulator immediately=true
11567 user_main_a DEBUG runtime syncEmulator immediately=true
11568 user_main_a DEBUG runtime syncEmulator immediately=true
11569 user_main_a DEBUG runtime syncEmulator immediately=true
11569 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11569 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11569 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11569 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11569 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11569 user_main_a DEBUG runtime Switching to Thread idle0
11570 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11570 user_main_a DEBUG runtime Switching to Thread user_main
11570 user_main_a DEBUG runtime Ending Idle State
11570 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11570 user_main_a DEBUG runtime syncEmulator immediately=false
11570 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11570 user_main_a DEBUG runtime syncEmulator immediately=false
11571 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11571 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11572 user_main_a DEBUG runtime syncEmulator immediately=false
11572 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11572 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x35
11572 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11572 user_main_a DEBUG runtime syncEmulator immediately=false
11572 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D888)
11572 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11572 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D89C)
11573 GUI DEBUG ge executeList PspGeList[id=0x35, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11573 GUI DEBUG ge fbp fbp=4088000, fbw=512
11573 GUI DEBUG ge fbw fbp=88000, fbw=512
11573 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D99C)
11573 GUI DEBUG ge base 08000000
11573 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D9A4)
11573 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11573 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11573 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11574 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x35, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11574 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11574 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11574 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11574 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11574 user_main_a DEBUG runtime Starting Idle State...
11574 GUI DEBUG ge clear mode : 5
11575 user_main_a DEBUG runtime syncEmulator immediately=true
11575 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11575 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11575 GUI DEBUG ge vaddr 0880d870
11575 GUI DEBUG ge Texture.hashCode: 8192 bytes
11575 GUI DEBUG ge tflush Reusing cached texture 4
11575 GUI DEBUG ge prim sprites 1x
11576 user_main_a DEBUG runtime syncEmulator immediately=true
11576 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11576 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11576 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11576 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11576 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11576 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11576 GUI DEBUG ge clear mode end
11577 user_main_a DEBUG runtime syncEmulator immediately=true
11577 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11577 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11577 GUI DEBUG ge tflush (deferring to prim)
11577 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11577 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11577 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11577 GUI DEBUG ge tflush (deferring to prim)
11578 user_main_a DEBUG runtime syncEmulator immediately=true
11578 GUI DEBUG ge sceGuTexFunc mode 000004
11578 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11578 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11578 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11578 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11578 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11578 GUI DEBUG ge material ambient a=1,0 (FF)
11578 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11579 user_main_a DEBUG runtime syncEmulator immediately=true
11579 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11579 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11579 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11579 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11579 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11579 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11579 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11580 user_main_a DEBUG runtime syncEmulator immediately=true
11580 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11580 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11580 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11580 GUI DEBUG ge glLoadMatrixf 0,2 0,9 0,4 0,0
11580 GUI DEBUG ge glLoadMatrixf -0,6 -0,2 0,8 0,0
11581 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,5 0,0
11581 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11581 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11581 user_main_a DEBUG runtime syncEmulator immediately=true
11581 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11581 GUI DEBUG ge vaddr 0880a890
11581 GUI DEBUG ge prim triangle 12x
11581 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11582 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11582 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11582 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11582 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11582 user_main_a DEBUG runtime syncEmulator immediately=true
11582 GUI DEBUG ge finish (0)
11583 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x35, behavior=1, signalId=0x0
11583 user_main_a DEBUG runtime syncEmulator immediately=true
11583 GUI DEBUG ge end pc=0x880d9a4
11583 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11583 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x35, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11583 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11583 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x35, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11583 user_main_a DEBUG runtime Start of Callback 0x08806468
11584 user_main_a DEBUG runtime End of Callback 0x08806468
11584 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x35, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11584 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11584 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x35, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11584 user_main_a DEBUG runtime Ending Idle State
11584 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11584 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11585 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11585 idle0_4 DEBUG runtime Scheduled, restarting...
11585 user_main_a DEBUG runtime Waiting to be scheduled...
11585 idle0_4 DEBUG runtime syncEmulator immediately=false
11585 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11585 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11585 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11586 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11586 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11586 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11586 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11586 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11586 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11586 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11587 idle0_4 DEBUG runtime Waiting to be scheduled...
11587 user_main_a DEBUG runtime Scheduled, restarting...
11587 user_main_a DEBUG runtime syncEmulator immediately=false
11587 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11587 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11587 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11587 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11588 user_main_a DEBUG runtime Starting Idle State...
11588 user_main_a DEBUG runtime syncEmulator immediately=true
11588 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11588 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11589 user_main_a DEBUG runtime syncEmulator immediately=true
11590 user_main_a DEBUG runtime syncEmulator immediately=true
11590 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11590 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11591 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11591 user_main_a DEBUG runtime syncEmulator immediately=true
11592 user_main_a DEBUG runtime syncEmulator immediately=true
11593 user_main_a DEBUG runtime syncEmulator immediately=true
11594 user_main_a DEBUG runtime syncEmulator immediately=true
11595 user_main_a DEBUG runtime syncEmulator immediately=true
11596 user_main_a DEBUG runtime syncEmulator immediately=true
11597 user_main_a DEBUG runtime syncEmulator immediately=true
11598 user_main_a DEBUG runtime syncEmulator immediately=true
11599 user_main_a DEBUG runtime syncEmulator immediately=true
11600 user_main_a DEBUG runtime syncEmulator immediately=true
11601 user_main_a DEBUG runtime syncEmulator immediately=true
11602 user_main_a DEBUG runtime syncEmulator immediately=true
11602 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11602 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11602 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11602 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11602 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11603 user_main_a DEBUG runtime Switching to Thread idle0
11603 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11603 user_main_a DEBUG runtime Switching to Thread user_main
11603 user_main_a DEBUG runtime Ending Idle State
11603 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11603 user_main_a DEBUG runtime syncEmulator immediately=false
11604 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11604 user_main_a DEBUG runtime syncEmulator immediately=false
11604 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11604 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11604 user_main_a DEBUG runtime syncEmulator immediately=false
11604 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11604 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x36
11605 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11605 user_main_a DEBUG runtime syncEmulator immediately=false
11605 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D888)
11605 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11605 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D89C)
11605 GUI DEBUG ge executeList PspGeList[id=0x36, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11605 GUI DEBUG ge fbp fbp=4000000, fbw=512
11605 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D99C)
11606 GUI DEBUG ge fbw fbp=0, fbw=512
11606 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D9A4)
11606 GUI DEBUG ge base 08000000
11606 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11606 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11606 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x36, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11606 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11607 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11607 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11607 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11607 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11607 user_main_a DEBUG runtime Starting Idle State...
11607 GUI DEBUG ge clear mode : 5
11607 user_main_a DEBUG runtime syncEmulator immediately=true
11608 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11608 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11608 GUI DEBUG ge vaddr 0880d870
11608 GUI DEBUG ge Texture.hashCode: 8192 bytes
11608 GUI DEBUG ge tflush Reusing cached texture 4
11608 GUI DEBUG ge prim sprites 1x
11608 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11609 user_main_a DEBUG runtime syncEmulator immediately=true
11609 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11609 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11609 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11609 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11609 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11609 GUI DEBUG ge clear mode end
11610 user_main_a DEBUG runtime syncEmulator immediately=true
11610 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11610 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11610 GUI DEBUG ge tflush (deferring to prim)
11610 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11610 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11610 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11610 GUI DEBUG ge tflush (deferring to prim)
11611 GUI DEBUG ge sceGuTexFunc mode 000004
11611 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11611 user_main_a DEBUG runtime syncEmulator immediately=true
11611 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11611 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11611 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11611 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11612 user_main_a DEBUG runtime syncEmulator immediately=true
11612 GUI DEBUG ge material ambient a=1,0 (FF)
11612 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11612 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11612 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11612 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11612 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11612 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11613 user_main_a DEBUG runtime syncEmulator immediately=true
11613 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11613 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11613 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11613 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11613 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11613 GUI DEBUG ge glLoadMatrixf 0,2 0,9 0,4 0,0
11614 GUI DEBUG ge glLoadMatrixf -0,6 -0,2 0,8 0,0
11614 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,5 0,0
11614 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11614 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11614 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11614 user_main_a DEBUG runtime syncEmulator immediately=true
11614 GUI DEBUG ge vaddr 0880a890
11614 GUI DEBUG ge prim triangle 12x
11615 user_main_a DEBUG runtime syncEmulator immediately=true
11615 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11615 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11615 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11615 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11615 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11615 GUI DEBUG ge finish (0)
11616 user_main_a DEBUG runtime syncEmulator immediately=true
11616 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x36, behavior=1, signalId=0x0
11616 GUI DEBUG ge end pc=0x880d9a4
11616 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x36, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11616 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x36, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11617 user_main_a DEBUG runtime syncEmulator immediately=true
11617 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11617 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11617 user_main_a DEBUG runtime Start of Callback 0x08806468
11617 user_main_a DEBUG runtime End of Callback 0x08806468
11617 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x36, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11617 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11617 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x36, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11618 user_main_a DEBUG runtime Ending Idle State
11618 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11618 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11618 idle0_4 DEBUG runtime Scheduled, restarting...
11618 user_main_a DEBUG runtime Waiting to be scheduled...
11618 idle0_4 DEBUG runtime syncEmulator immediately=false
11618 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11619 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11619 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11619 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11619 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11619 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11619 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11620 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11620 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11620 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11620 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11620 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11620 user_main_a DEBUG runtime Scheduled, restarting...
11620 user_main_a DEBUG runtime syncEmulator immediately=false
11621 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11621 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11621 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11621 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11620 idle0_4 DEBUG runtime Waiting to be scheduled...
11621 user_main_a DEBUG runtime Starting Idle State...
11621 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11622 user_main_a DEBUG runtime syncEmulator immediately=true
11623 user_main_a DEBUG runtime syncEmulator immediately=true
11624 user_main_a DEBUG runtime syncEmulator immediately=true
11624 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11624 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11624 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11625 user_main_a DEBUG runtime syncEmulator immediately=true
11626 user_main_a DEBUG runtime syncEmulator immediately=true
11627 user_main_a DEBUG runtime syncEmulator immediately=true
11628 user_main_a DEBUG runtime syncEmulator immediately=true
11629 user_main_a DEBUG runtime syncEmulator immediately=true
11630 user_main_a DEBUG runtime syncEmulator immediately=true
11631 user_main_a DEBUG runtime syncEmulator immediately=true
11632 user_main_a DEBUG runtime syncEmulator immediately=true
11633 user_main_a DEBUG runtime syncEmulator immediately=true
11634 user_main_a DEBUG runtime syncEmulator immediately=true
11635 user_main_a DEBUG runtime syncEmulator immediately=true
11636 user_main_a DEBUG runtime syncEmulator immediately=true
11645 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11645 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11646 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11646 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11646 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11646 user_main_a DEBUG runtime Switching to Thread idle0
11646 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11646 user_main_a DEBUG runtime Switching to Thread user_main
11647 user_main_a DEBUG runtime Ending Idle State
11647 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11647 user_main_a DEBUG runtime syncEmulator immediately=false
11647 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11647 user_main_a DEBUG runtime syncEmulator immediately=false
11647 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11647 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11648 user_main_a DEBUG runtime syncEmulator immediately=false
11648 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11648 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x37
11648 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11648 user_main_a DEBUG runtime syncEmulator immediately=false
11648 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D888)
11649 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11649 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D89C)
11649 GUI DEBUG ge executeList PspGeList[id=0x37, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11649 GUI DEBUG ge fbp fbp=4088000, fbw=512
11649 GUI DEBUG ge fbw fbp=88000, fbw=512
11649 GUI DEBUG ge base 08000000
11649 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11650 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D99C)
11650 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11650 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D9A4)
11650 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11650 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11650 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x37, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11651 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11651 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11651 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11651 GUI DEBUG ge clear mode : 5
11651 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11651 user_main_a DEBUG runtime Starting Idle State...
11651 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11652 user_main_a DEBUG runtime syncEmulator immediately=true
11652 GUI DEBUG ge vaddr 0880d870
11652 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11652 GUI DEBUG ge Texture.hashCode: 8192 bytes
11652 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11652 GUI DEBUG ge tflush Reusing cached texture 4
11652 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11653 GUI DEBUG ge prim sprites 1x
11653 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11653 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11653 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11653 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11653 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11654 user_main_a DEBUG runtime syncEmulator immediately=true
11654 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11654 GUI DEBUG ge clear mode end
11654 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11654 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11654 GUI DEBUG ge tflush (deferring to prim)
11654 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11655 user_main_a DEBUG runtime syncEmulator immediately=true
11655 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11655 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11655 GUI DEBUG ge tflush (deferring to prim)
11655 GUI DEBUG ge sceGuTexFunc mode 000004
11655 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11655 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11655 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11656 user_main_a DEBUG runtime syncEmulator immediately=true
11656 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11656 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11656 GUI DEBUG ge material ambient a=1,0 (FF)
11656 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11656 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11656 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11657 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11657 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11657 user_main_a DEBUG runtime syncEmulator immediately=true
11657 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11657 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11657 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11657 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11658 user_main_a DEBUG runtime syncEmulator immediately=true
11658 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11658 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11658 GUI DEBUG ge glLoadMatrixf 0,2 0,9 0,4 0,0
11658 GUI DEBUG ge glLoadMatrixf -0,6 -0,2 0,8 0,0
11658 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,5 0,0
11658 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11659 user_main_a DEBUG runtime syncEmulator immediately=true
11659 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11659 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11659 GUI DEBUG ge vaddr 0880a890
11659 GUI DEBUG ge prim triangle 12x
11659 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11660 user_main_a DEBUG runtime syncEmulator immediately=true
11660 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11660 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11660 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11660 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11660 GUI DEBUG ge finish (0)
11660 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x37, behavior=1, signalId=0x0
11661 GUI DEBUG ge end pc=0x880d9a4
11661 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x37, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11661 user_main_a DEBUG runtime syncEmulator immediately=true
11661 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x37, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11661 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11661 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11662 user_main_a DEBUG runtime Start of Callback 0x08806468
11662 user_main_a DEBUG runtime End of Callback 0x08806468
11662 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x37, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11662 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11662 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x37, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11662 user_main_a DEBUG runtime Ending Idle State
11662 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11663 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11663 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11663 idle0_4 DEBUG runtime Scheduled, restarting...
11663 user_main_a DEBUG runtime Waiting to be scheduled...
11663 idle0_4 DEBUG runtime syncEmulator immediately=false
11663 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11663 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11664 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11664 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11664 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11665 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11665 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11665 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11665 user_main_a DEBUG runtime Scheduled, restarting...
11665 user_main_a DEBUG runtime syncEmulator immediately=false
11665 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11665 idle0_4 DEBUG runtime Waiting to be scheduled...
11666 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11665 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11666 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11666 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11666 user_main_a DEBUG runtime Starting Idle State...
11666 user_main_a DEBUG runtime syncEmulator immediately=true
11668 user_main_a DEBUG runtime syncEmulator immediately=true
11668 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11669 user_main_a DEBUG runtime syncEmulator immediately=true
11669 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11669 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11669 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11669 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11669 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11670 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11670 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11670 user_main_a DEBUG runtime Switching to Thread idle0
11670 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11670 user_main_a DEBUG runtime Switching to Thread user_main
11670 user_main_a DEBUG runtime Ending Idle State
11671 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11671 user_main_a DEBUG runtime syncEmulator immediately=false
11671 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11671 user_main_a DEBUG runtime syncEmulator immediately=false
11671 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11671 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11671 user_main_a DEBUG runtime syncEmulator immediately=false
11672 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11672 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x38
11672 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11672 user_main_a DEBUG runtime syncEmulator immediately=false
11672 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D888)
11672 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11673 GUI DEBUG ge executeList PspGeList[id=0x38, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11673 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D89C)
11673 GUI DEBUG ge fbp fbp=4000000, fbw=512
11673 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D99C)
11673 GUI DEBUG ge fbw fbp=0, fbw=512
11673 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D9A4)
11673 GUI DEBUG ge base 08000000
11674 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11674 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11674 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x38, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11674 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11674 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11674 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11674 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11675 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11675 user_main_a DEBUG runtime Starting Idle State...
11675 GUI DEBUG ge clear mode : 5
11675 user_main_a DEBUG runtime syncEmulator immediately=true
11675 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11675 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11676 user_main_a DEBUG runtime syncEmulator immediately=true
11676 GUI DEBUG ge vaddr 0880d870
11676 GUI DEBUG ge Texture.hashCode: 8192 bytes
11676 GUI DEBUG ge tflush Reusing cached texture 4
11676 GUI DEBUG ge prim sprites 1x
11676 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11676 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11677 user_main_a DEBUG runtime syncEmulator immediately=true
11677 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11677 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11677 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11677 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11677 GUI DEBUG ge clear mode end
11678 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11678 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11678 GUI DEBUG ge tflush (deferring to prim)
11678 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11678 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11678 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11678 user_main_a DEBUG runtime syncEmulator immediately=true
11678 GUI DEBUG ge tflush (deferring to prim)
11679 GUI DEBUG ge sceGuTexFunc mode 000004
11679 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11679 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11679 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11679 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11679 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11680 user_main_a DEBUG runtime syncEmulator immediately=true
11680 GUI DEBUG ge material ambient a=1,0 (FF)
11680 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11680 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11680 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11680 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11680 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11681 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11681 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11681 user_main_a DEBUG runtime syncEmulator immediately=true
11681 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11681 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11681 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11681 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11682 user_main_a DEBUG runtime syncEmulator immediately=true
11682 GUI DEBUG ge glLoadMatrixf 0,2 0,9 0,5 0,0
11682 GUI DEBUG ge glLoadMatrixf -0,6 -0,3 0,8 0,0
11682 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,4 0,0
11682 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11683 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11683 user_main_a DEBUG runtime syncEmulator immediately=true
11683 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11683 GUI DEBUG ge vaddr 0880a890
11683 GUI DEBUG ge prim triangle 12x
11683 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11683 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11684 user_main_a DEBUG runtime syncEmulator immediately=true
11684 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11684 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11684 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11684 GUI DEBUG ge finish (0)
11684 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x38, behavior=1, signalId=0x0
11685 user_main_a DEBUG runtime syncEmulator immediately=true
11685 GUI DEBUG ge end pc=0x880d9a4
11685 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11685 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x38, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11685 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11685 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x38, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11685 user_main_a DEBUG runtime Start of Callback 0x08806468
11686 user_main_a DEBUG runtime End of Callback 0x08806468
11686 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x38, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11686 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11686 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x38, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11686 user_main_a DEBUG runtime Ending Idle State
11686 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11686 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11687 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11687 idle0_4 DEBUG runtime Scheduled, restarting...
11687 user_main_a DEBUG runtime Waiting to be scheduled...
11687 idle0_4 DEBUG runtime syncEmulator immediately=false
11687 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11687 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11688 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11688 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11689 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11689 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11689 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11689 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11689 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11690 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11690 idle0_4 DEBUG runtime Waiting to be scheduled...
11690 user_main_a DEBUG runtime Scheduled, restarting...
11690 user_main_a DEBUG runtime syncEmulator immediately=false
11690 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11690 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11691 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11691 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11691 user_main_a DEBUG runtime Starting Idle State...
11691 user_main_a DEBUG runtime syncEmulator immediately=true
11692 user_main_a DEBUG runtime syncEmulator immediately=true
11693 user_main_a DEBUG runtime syncEmulator immediately=true
11694 user_main_a DEBUG runtime syncEmulator immediately=true
11695 user_main_a DEBUG runtime syncEmulator immediately=true
11696 user_main_a DEBUG runtime syncEmulator immediately=true
11697 user_main_a DEBUG runtime syncEmulator immediately=true
11698 user_main_a DEBUG runtime syncEmulator immediately=true
11699 user_main_a DEBUG runtime syncEmulator immediately=true
11700 user_main_a DEBUG runtime syncEmulator immediately=true
11700 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11700 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11701 user_main_a DEBUG runtime syncEmulator immediately=true
11702 user_main_a DEBUG runtime syncEmulator immediately=true
11702 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11702 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11702 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11702 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11702 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11703 user_main_a DEBUG runtime Switching to Thread idle0
11703 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11703 user_main_a DEBUG runtime Switching to Thread user_main
11703 user_main_a DEBUG runtime Ending Idle State
11703 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11704 user_main_a DEBUG runtime syncEmulator immediately=false
11704 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11705 user_main_a DEBUG runtime syncEmulator immediately=false
11705 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11705 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11705 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11705 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11706 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11706 user_main_a DEBUG runtime syncEmulator immediately=false
11706 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11706 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x39
11707 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11707 user_main_a DEBUG runtime syncEmulator immediately=false
11707 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D888)
11707 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11707 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D89C)
11707 GUI DEBUG ge executeList PspGeList[id=0x39, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11708 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D99C)
11708 GUI DEBUG ge fbp fbp=4088000, fbw=512
11708 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D9A4)
11708 GUI DEBUG ge fbw fbp=88000, fbw=512
11708 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11708 GUI DEBUG ge base 08000000
11708 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x39, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11709 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11709 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11709 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11709 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11710 GUI DEBUG ge clear mode : 5
11710 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11710 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11709 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11710 GUI DEBUG ge vaddr 0880d870
11711 GUI DEBUG ge Texture.hashCode: 8192 bytes
11711 GUI DEBUG ge tflush Reusing cached texture 4
11710 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11711 GUI DEBUG ge prim sprites 1x
11711 user_main_a DEBUG runtime Starting Idle State...
11711 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11711 user_main_a DEBUG runtime syncEmulator immediately=true
11712 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11712 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11712 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11712 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11712 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11713 user_main_a DEBUG runtime syncEmulator immediately=true
11713 GUI DEBUG ge clear mode end
11713 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11713 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11713 GUI DEBUG ge tflush (deferring to prim)
11713 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11713 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11714 user_main_a DEBUG runtime syncEmulator immediately=true
11714 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11714 GUI DEBUG ge tflush (deferring to prim)
11714 GUI DEBUG ge sceGuTexFunc mode 000004
11714 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11714 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11714 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11715 user_main_a DEBUG runtime syncEmulator immediately=true
11715 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11715 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11715 GUI DEBUG ge material ambient a=1,0 (FF)
11715 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11715 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11716 user_main_a DEBUG runtime syncEmulator immediately=true
11716 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11716 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11716 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11716 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11716 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11717 user_main_a DEBUG runtime syncEmulator immediately=true
11717 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11717 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11717 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11717 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11717 GUI DEBUG ge glLoadMatrixf 0,2 0,9 0,5 0,0
11718 user_main_a DEBUG runtime syncEmulator immediately=true
11718 GUI DEBUG ge glLoadMatrixf -0,6 -0,3 0,8 0,0
11718 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,4 0,0
11718 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11718 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11718 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11718 GUI DEBUG ge vaddr 0880a890
11719 user_main_a DEBUG runtime syncEmulator immediately=true
11719 GUI DEBUG ge prim triangle 12x
11719 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11719 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11719 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11719 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11720 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11720 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11719 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11720 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11720 GUI DEBUG ge finish (0)
11720 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x39, behavior=1, signalId=0x0
11721 GUI DEBUG ge end pc=0x880d9a4
11721 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x39, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11721 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x39, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11721 user_main_a DEBUG runtime syncEmulator immediately=true
11721 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11721 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11722 user_main_a DEBUG runtime Start of Callback 0x08806468
11722 user_main_a DEBUG runtime End of Callback 0x08806468
11722 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x39, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11722 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11722 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x39, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11722 user_main_a DEBUG runtime Ending Idle State
11722 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11723 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11723 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11723 idle0_4 DEBUG runtime Scheduled, restarting...
11723 user_main_a DEBUG runtime Waiting to be scheduled...
11723 idle0_4 DEBUG runtime syncEmulator immediately=false
11723 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11724 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11724 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11724 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11724 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11724 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11725 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11725 idle0_4 DEBUG runtime Waiting to be scheduled...
11725 user_main_a DEBUG runtime Scheduled, restarting...
11725 user_main_a DEBUG runtime syncEmulator immediately=false
11725 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11725 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11726 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11726 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11726 user_main_a DEBUG runtime Starting Idle State...
11726 user_main_a DEBUG runtime syncEmulator immediately=true
11727 user_main_a DEBUG runtime syncEmulator immediately=true
11728 user_main_a DEBUG runtime syncEmulator immediately=true
11729 user_main_a DEBUG runtime syncEmulator immediately=true
11730 user_main_a DEBUG runtime syncEmulator immediately=true
11731 user_main_a DEBUG runtime syncEmulator immediately=true
11732 user_main_a DEBUG runtime syncEmulator immediately=true
11733 user_main_a DEBUG runtime syncEmulator immediately=true
11733 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11734 user_main_a DEBUG runtime syncEmulator immediately=true
11734 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11735 user_main_a DEBUG runtime syncEmulator immediately=true
11735 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11735 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11735 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11736 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11736 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11736 user_main_a DEBUG runtime Switching to Thread idle0
11736 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11736 user_main_a DEBUG runtime Switching to Thread user_main
11736 user_main_a DEBUG runtime Ending Idle State
11737 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11737 user_main_a DEBUG runtime syncEmulator immediately=false
11737 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11737 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11737 user_main_a DEBUG runtime syncEmulator immediately=false
11737 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11738 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3A
11738 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11738 user_main_a DEBUG runtime syncEmulator immediately=false
11738 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11738 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D888)
11738 GUI DEBUG ge executeList PspGeList[id=0x3a, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D860, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11739 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D89C)
11739 GUI DEBUG ge fbp fbp=4000000, fbw=512
11739 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D99C)
11739 GUI DEBUG ge fbw fbp=0, fbw=512
11739 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D9A4)
11739 GUI DEBUG ge base 08000000
11740 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11740 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11740 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3a, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11740 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11740 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11740 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11740 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11741 GUI DEBUG ge clear mode : 5
11741 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11741 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11742 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11742 GUI DEBUG ge vaddr 0880d870
11742 GUI DEBUG ge Texture.hashCode: 8192 bytes
11742 GUI DEBUG ge tflush Reusing cached texture 4
11742 user_main_a DEBUG runtime Starting Idle State...
11742 GUI DEBUG ge prim sprites 1x
11742 user_main_a DEBUG runtime syncEmulator immediately=true
11743 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11743 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11743 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11743 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11743 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11744 user_main_a DEBUG runtime syncEmulator immediately=true
11744 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11744 GUI DEBUG ge clear mode end
11744 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11744 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11744 GUI DEBUG ge tflush (deferring to prim)
11744 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11745 user_main_a DEBUG runtime syncEmulator immediately=true
11745 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11745 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11745 GUI DEBUG ge tflush (deferring to prim)
11745 GUI DEBUG ge sceGuTexFunc mode 000004
11745 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11746 user_main_a DEBUG runtime syncEmulator immediately=true
11746 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11746 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11746 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11746 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11746 GUI DEBUG ge material ambient a=1,0 (FF)
11747 user_main_a DEBUG runtime syncEmulator immediately=true
11747 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11747 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11747 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11747 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11747 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11747 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11748 user_main_a DEBUG runtime syncEmulator immediately=true
11748 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11748 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11748 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11748 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11748 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11749 user_main_a DEBUG runtime syncEmulator immediately=true
11749 GUI DEBUG ge glLoadMatrixf 0,2 0,8 0,5 0,0
11749 GUI DEBUG ge glLoadMatrixf -0,6 -0,3 0,8 0,0
11749 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,4 0,0
11749 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11749 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11750 user_main_a DEBUG runtime syncEmulator immediately=true
11750 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11750 GUI DEBUG ge vaddr 0880a890
11750 GUI DEBUG ge prim triangle 12x
11750 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11750 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11751 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11751 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11751 user_main_a DEBUG runtime syncEmulator immediately=true
11751 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11751 GUI DEBUG ge finish (0)
11751 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3A, behavior=1, signalId=0x0
11752 user_main_a DEBUG runtime syncEmulator immediately=true
11752 GUI DEBUG ge end pc=0x880d9a4
11752 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11752 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11752 user_main_a DEBUG runtime Start of Callback 0x08806468
11753 user_main_a DEBUG runtime End of Callback 0x08806468
11753 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3a, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11752 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3a, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11753 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11753 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3a, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11753 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11753 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11754 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11754 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11754 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11754 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11754 user_main_a DEBUG runtime Ending Idle State
11754 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11755 user_main_a DEBUG runtime Waiting to be scheduled...
11755 idle0_4 DEBUG runtime Scheduled, restarting...
11755 idle0_4 DEBUG runtime syncEmulator immediately=false
11755 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11755 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11755 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11756 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11756 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11756 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11756 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11756 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11757 idle0_4 DEBUG runtime Waiting to be scheduled...
11757 user_main_a DEBUG runtime Scheduled, restarting...
11757 user_main_a DEBUG runtime syncEmulator immediately=false
11757 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11757 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11758 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11758 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11758 user_main_a DEBUG runtime Starting Idle State...
11758 user_main_a DEBUG runtime syncEmulator immediately=true
11759 user_main_a DEBUG runtime syncEmulator immediately=true
11760 user_main_a DEBUG runtime syncEmulator immediately=true
11760 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11760 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11760 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11761 user_main_a DEBUG runtime syncEmulator immediately=true
11762 user_main_a DEBUG runtime syncEmulator immediately=true
11763 user_main_a DEBUG runtime syncEmulator immediately=true
11764 user_main_a DEBUG runtime syncEmulator immediately=true
11765 user_main_a DEBUG runtime syncEmulator immediately=true
11766 user_main_a DEBUG runtime syncEmulator immediately=true
11767 user_main_a DEBUG runtime syncEmulator immediately=true
11768 user_main_a DEBUG runtime syncEmulator immediately=true
11769 user_main_a DEBUG runtime syncEmulator immediately=true
11769 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11769 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11769 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11769 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11770 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11770 user_main_a DEBUG runtime Switching to Thread idle0
11770 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11770 user_main_a DEBUG runtime Switching to Thread user_main
11770 user_main_a DEBUG runtime Ending Idle State
11770 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11771 user_main_a DEBUG runtime syncEmulator immediately=false
11771 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11771 user_main_a DEBUG runtime syncEmulator immediately=false
11771 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11771 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11771 user_main_a DEBUG runtime syncEmulator immediately=false
11772 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11772 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3B
11772 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11772 user_main_a DEBUG runtime syncEmulator immediately=false
11772 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D888)
11773 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11773 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D89C)
11773 GUI DEBUG ge executeList PspGeList[id=0x3b, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11773 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D99C)
11773 GUI DEBUG ge fbp fbp=4088000, fbw=512
11773 GUI DEBUG ge fbw fbp=88000, fbw=512
11774 GUI DEBUG ge base 08000000
11774 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11774 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11773 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D9A4)
11774 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11774 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11775 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3b, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11775 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11775 GUI DEBUG ge clear mode : 5
11775 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11775 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11775 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11776 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11776 user_main_a DEBUG runtime Starting Idle State...
11776 GUI DEBUG ge vaddr 0880d870
11776 user_main_a DEBUG runtime syncEmulator immediately=true
11776 GUI DEBUG ge Texture.hashCode: 8192 bytes
11777 user_main_a DEBUG runtime syncEmulator immediately=true
11777 GUI DEBUG ge tflush Reusing cached texture 4
11777 GUI DEBUG ge prim sprites 1x
11777 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11777 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11777 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11778 user_main_a DEBUG runtime syncEmulator immediately=true
11778 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11778 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11778 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11778 GUI DEBUG ge clear mode end
11778 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11779 user_main_a DEBUG runtime syncEmulator immediately=true
11779 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11779 GUI DEBUG ge tflush (deferring to prim)
11779 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11779 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11779 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11780 user_main_a DEBUG runtime syncEmulator immediately=true
11780 GUI DEBUG ge tflush (deferring to prim)
11780 GUI DEBUG ge sceGuTexFunc mode 000004
11780 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11780 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11780 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11780 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11781 user_main_a DEBUG runtime syncEmulator immediately=true
11781 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11781 GUI DEBUG ge material ambient a=1,0 (FF)
11781 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11781 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11782 user_main_a DEBUG runtime syncEmulator immediately=true
11782 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11782 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11782 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11782 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11783 user_main_a DEBUG runtime syncEmulator immediately=true
11783 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11783 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11783 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11783 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11783 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11784 user_main_a DEBUG runtime syncEmulator immediately=true
11784 GUI DEBUG ge glLoadMatrixf 0,1 0,8 0,5 0,0
11784 GUI DEBUG ge glLoadMatrixf -0,5 -0,4 0,7 0,0
11784 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,4 0,0
11784 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11784 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11785 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11785 GUI DEBUG ge vaddr 0880a890
11785 user_main_a DEBUG runtime syncEmulator immediately=true
11785 GUI DEBUG ge prim triangle 12x
11785 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11785 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11785 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11786 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11786 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11786 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11786 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11786 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11787 user_main_a DEBUG runtime syncEmulator immediately=true
11787 GUI DEBUG ge finish (0)
11787 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3B, behavior=1, signalId=0x0
11787 GUI DEBUG ge end pc=0x880d9a4
11787 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3b, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11788 user_main_a DEBUG runtime syncEmulator immediately=true
11788 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11788 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11788 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11788 user_main_a DEBUG runtime Start of Callback 0x08806468
11788 user_main_a DEBUG runtime End of Callback 0x08806468
11789 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11789 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11789 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3b, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11789 user_main_a DEBUG runtime Ending Idle State
11789 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11789 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11789 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11790 idle0_4 DEBUG runtime Scheduled, restarting...
11790 user_main_a DEBUG runtime Waiting to be scheduled...
11790 idle0_4 DEBUG runtime syncEmulator immediately=false
11790 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11790 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11791 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11791 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11791 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11791 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11791 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11792 idle0_4 DEBUG runtime Waiting to be scheduled...
11792 user_main_a DEBUG runtime Scheduled, restarting...
11792 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11792 user_main_a DEBUG runtime syncEmulator immediately=false
11792 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11793 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11794 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11794 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11794 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11794 user_main_a DEBUG runtime Starting Idle State...
11794 user_main_a DEBUG runtime syncEmulator immediately=true
11795 user_main_a DEBUG runtime syncEmulator immediately=true
11795 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11796 user_main_a DEBUG runtime syncEmulator immediately=true
11796 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11796 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11797 user_main_a DEBUG runtime syncEmulator immediately=true
11798 user_main_a DEBUG runtime syncEmulator immediately=true
11799 user_main_a DEBUG runtime syncEmulator immediately=true
11800 user_main_a DEBUG runtime syncEmulator immediately=true
11801 user_main_a DEBUG runtime syncEmulator immediately=true
11802 user_main_a DEBUG runtime syncEmulator immediately=true
11802 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11802 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11802 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11802 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11803 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11803 user_main_a DEBUG runtime Switching to Thread idle0
11803 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11803 user_main_a DEBUG runtime Switching to Thread user_main
11803 user_main_a DEBUG runtime Ending Idle State
11804 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11804 user_main_a DEBUG runtime syncEmulator immediately=false
11804 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11804 user_main_a DEBUG runtime syncEmulator immediately=false
11804 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11805 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11805 user_main_a DEBUG runtime syncEmulator immediately=false
11805 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11805 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3C
11805 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11806 user_main_a DEBUG runtime syncEmulator immediately=false
11806 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D888)
11806 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D89C)
11806 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D99C)
11806 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11807 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D9A4)
11807 GUI DEBUG ge executeList PspGeList[id=0x3c, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D99C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11807 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11807 GUI DEBUG ge fbp fbp=4000000, fbw=512
11807 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3c, status=PSP_GE_LIST_DRAWING, pc=0x0880D864, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11807 GUI DEBUG ge fbw fbp=0, fbw=512
11808 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11808 GUI DEBUG ge base 08000000
11808 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11808 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11808 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11808 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11808 user_main_a DEBUG runtime Starting Idle State...
11809 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11809 user_main_a DEBUG runtime syncEmulator immediately=true
11810 GUI DEBUG ge clear mode : 5
11810 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11810 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11810 GUI DEBUG ge vaddr 0880d870
11810 user_main_a DEBUG runtime syncEmulator immediately=true
11810 GUI DEBUG ge Texture.hashCode: 8192 bytes
11811 GUI DEBUG ge tflush Reusing cached texture 4
11811 GUI DEBUG ge prim sprites 1x
11811 user_main_a DEBUG runtime syncEmulator immediately=true
11811 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11811 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11811 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11812 user_main_a DEBUG runtime syncEmulator immediately=true
11812 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11812 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11812 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11812 GUI DEBUG ge clear mode end
11813 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11813 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11813 user_main_a DEBUG runtime syncEmulator immediately=true
11813 GUI DEBUG ge tflush (deferring to prim)
11813 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11813 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11814 user_main_a DEBUG runtime syncEmulator immediately=true
11814 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11814 GUI DEBUG ge tflush (deferring to prim)
11814 GUI DEBUG ge sceGuTexFunc mode 000004
11814 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11814 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11815 user_main_a DEBUG runtime syncEmulator immediately=true
11815 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11815 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11815 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11815 GUI DEBUG ge material ambient a=1,0 (FF)
11815 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11816 user_main_a DEBUG runtime syncEmulator immediately=true
11816 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11816 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11816 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11816 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11816 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11817 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11817 user_main_a DEBUG runtime syncEmulator immediately=true
11817 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11817 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11817 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11818 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11818 GUI DEBUG ge glLoadMatrixf 0,1 0,8 0,6 0,0
11818 user_main_a DEBUG runtime syncEmulator immediately=true
11818 GUI DEBUG ge glLoadMatrixf -0,5 -0,4 0,7 0,0
11818 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,4 0,0
11818 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11819 user_main_a DEBUG runtime syncEmulator immediately=true
11819 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11819 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11819 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11819 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11819 GUI DEBUG ge vaddr 0880a890
11820 GUI DEBUG ge prim triangle 12x
11819 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11820 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11820 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11820 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11821 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11821 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11821 user_main_a DEBUG runtime syncEmulator immediately=true
11821 GUI DEBUG ge finish (0)
11821 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3C, behavior=1, signalId=0x0
11821 GUI DEBUG ge end pc=0x880d9a4
11822 user_main_a DEBUG runtime syncEmulator immediately=true
11822 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3c, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11822 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11822 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11822 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11822 user_main_a DEBUG runtime Start of Callback 0x08806468
11823 user_main_a DEBUG runtime End of Callback 0x08806468
11823 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11823 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11823 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3c, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11823 user_main_a DEBUG runtime Ending Idle State
11823 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11824 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11824 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11824 idle0_4 DEBUG runtime Scheduled, restarting...
11824 user_main_a DEBUG runtime Waiting to be scheduled...
11824 idle0_4 DEBUG runtime syncEmulator immediately=false
11824 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11825 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11825 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11825 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11826 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11826 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11826 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11826 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11826 idle0_4 DEBUG runtime Waiting to be scheduled...
11827 user_main_a DEBUG runtime Scheduled, restarting...
11827 user_main_a DEBUG runtime syncEmulator immediately=false
11827 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11827 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11827 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11827 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11828 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11828 user_main_a DEBUG runtime Starting Idle State...
11828 user_main_a DEBUG runtime syncEmulator immediately=true
11829 user_main_a DEBUG runtime syncEmulator immediately=true
11830 user_main_a DEBUG runtime syncEmulator immediately=true
11830 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11830 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11831 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11831 user_main_a DEBUG runtime syncEmulator immediately=true
11832 user_main_a DEBUG runtime syncEmulator immediately=true
11833 user_main_a DEBUG runtime syncEmulator immediately=true
11834 user_main_a DEBUG runtime syncEmulator immediately=true
11835 user_main_a DEBUG runtime syncEmulator immediately=true
11836 user_main_a DEBUG runtime syncEmulator immediately=true
11836 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11836 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11836 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11836 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11837 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11837 user_main_a DEBUG runtime Switching to Thread idle0
11837 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11837 user_main_a DEBUG runtime Switching to Thread user_main
11837 user_main_a DEBUG runtime Ending Idle State
11838 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11838 user_main_a DEBUG runtime syncEmulator immediately=false
11838 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11838 user_main_a DEBUG runtime syncEmulator immediately=false
11838 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11838 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11839 user_main_a DEBUG runtime syncEmulator immediately=false
11839 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11839 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3D
11839 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11839 user_main_a DEBUG runtime syncEmulator immediately=false
11840 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D888)
11840 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11840 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D89C)
11840 GUI DEBUG ge executeList PspGeList[id=0x3d, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11840 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D99C)
11841 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D9A4)
11841 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11840 GUI DEBUG ge fbp fbp=4088000, fbw=512
11841 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3d, status=PSP_GE_LIST_DRAWING, pc=0x0880D864, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11841 GUI DEBUG ge fbw fbp=88000, fbw=512
11841 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11842 GUI DEBUG ge base 08000000
11842 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11842 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11842 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11842 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11842 user_main_a DEBUG runtime Starting Idle State...
11843 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11843 user_main_a DEBUG runtime syncEmulator immediately=true
11843 GUI DEBUG ge clear mode : 5
11844 user_main_a DEBUG runtime syncEmulator immediately=true
11844 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11844 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11844 GUI DEBUG ge vaddr 0880d870
11844 GUI DEBUG ge Texture.hashCode: 8192 bytes
11845 user_main_a DEBUG runtime syncEmulator immediately=true
11845 GUI DEBUG ge tflush Reusing cached texture 4
11845 GUI DEBUG ge prim sprites 1x
11845 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11845 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11845 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11846 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11846 user_main_a DEBUG runtime syncEmulator immediately=true
11846 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11846 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11847 user_main_a DEBUG runtime syncEmulator immediately=true
11847 GUI DEBUG ge clear mode end
11847 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11847 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11847 GUI DEBUG ge tflush (deferring to prim)
11847 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11848 user_main_a DEBUG runtime syncEmulator immediately=true
11848 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11848 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11848 GUI DEBUG ge tflush (deferring to prim)
11848 GUI DEBUG ge sceGuTexFunc mode 000004
11848 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11849 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11849 user_main_a DEBUG runtime syncEmulator immediately=true
11849 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11849 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11849 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11850 user_main_a DEBUG runtime syncEmulator immediately=true
11850 GUI DEBUG ge material ambient a=1,0 (FF)
11850 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11850 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11850 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11851 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11851 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11851 user_main_a DEBUG runtime syncEmulator immediately=true
11851 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11851 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11851 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11852 user_main_a DEBUG runtime syncEmulator immediately=true
11852 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11852 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11852 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11852 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11852 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11853 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11853 GUI DEBUG ge glLoadMatrixf 0,1 0,8 0,6 0,0
11853 GUI DEBUG ge glLoadMatrixf -0,5 -0,5 0,7 0,0
11853 GUI DEBUG ge glLoadMatrixf 0,8 -0,4 0,4 0,0
11853 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11854 user_main_a DEBUG runtime syncEmulator immediately=true
11854 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11854 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11854 GUI DEBUG ge vaddr 0880a890
11854 GUI DEBUG ge prim triangle 12x
11855 user_main_a DEBUG runtime syncEmulator immediately=true
11855 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11855 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11855 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11855 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11855 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11856 user_main_a DEBUG runtime syncEmulator immediately=true
11856 GUI DEBUG ge finish (0)
11856 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3D, behavior=1, signalId=0x0
11856 GUI DEBUG ge end pc=0x880d9a4
11856 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3d, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11857 user_main_a DEBUG runtime syncEmulator immediately=true
11857 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11857 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11857 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11857 user_main_a DEBUG runtime Start of Callback 0x08806468
11857 user_main_a DEBUG runtime End of Callback 0x08806468
11858 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11858 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11858 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3d, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11858 user_main_a DEBUG runtime Ending Idle State
11858 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11858 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11859 user_main_a DEBUG runtime Waiting to be scheduled...
11859 idle0_4 DEBUG runtime Scheduled, restarting...
11859 idle0_4 DEBUG runtime syncEmulator immediately=false
11859 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11859 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11860 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11860 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11860 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11860 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11860 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11861 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11861 idle0_4 DEBUG runtime Waiting to be scheduled...
11861 user_main_a DEBUG runtime Scheduled, restarting...
11862 user_main_a DEBUG runtime syncEmulator immediately=false
11862 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11862 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11862 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11862 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11863 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11863 user_main_a DEBUG runtime Starting Idle State...
11863 user_main_a DEBUG runtime syncEmulator immediately=true
11863 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11864 user_main_a DEBUG runtime syncEmulator immediately=true
11865 user_main_a DEBUG runtime syncEmulator immediately=true
11865 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11866 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11866 user_main_a DEBUG runtime syncEmulator immediately=true
11866 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11867 user_main_a DEBUG runtime syncEmulator immediately=true
11868 user_main_a DEBUG runtime syncEmulator immediately=true
11869 user_main_a DEBUG runtime syncEmulator immediately=true
11869 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11869 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11869 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11869 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11870 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11870 user_main_a DEBUG runtime Switching to Thread idle0
11870 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11870 user_main_a DEBUG runtime Switching to Thread user_main
11870 user_main_a DEBUG runtime Ending Idle State
11871 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11871 user_main_a DEBUG runtime syncEmulator immediately=false
11871 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11871 user_main_a DEBUG runtime syncEmulator immediately=false
11871 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11872 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11872 user_main_a DEBUG runtime syncEmulator immediately=false
11872 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11872 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3E
11872 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11873 user_main_a DEBUG runtime syncEmulator immediately=false
11873 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D888)
11873 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11873 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D89C)
11873 GUI DEBUG ge executeList PspGeList[id=0x3e, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11874 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D99C)
11874 GUI DEBUG ge fbp fbp=4000000, fbw=512
11874 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D9A4)
11874 GUI DEBUG ge fbw fbp=0, fbw=512
11874 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11874 GUI DEBUG ge base 08000000
11875 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3e, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11875 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11875 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11875 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11875 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11876 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11876 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11876 user_main_a DEBUG runtime Starting Idle State...
11876 user_main_a DEBUG runtime syncEmulator immediately=true
11876 GUI DEBUG ge clear mode : 5
11877 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11877 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11877 GUI DEBUG ge vaddr 0880d870
11877 GUI DEBUG ge Texture.hashCode: 8192 bytes
11877 GUI DEBUG ge tflush Reusing cached texture 4
11878 user_main_a DEBUG runtime syncEmulator immediately=true
11878 GUI DEBUG ge prim sprites 1x
11878 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11878 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11878 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11879 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11879 user_main_a DEBUG runtime syncEmulator immediately=true
11879 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11879 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11879 GUI DEBUG ge clear mode end
11880 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11880 user_main_a DEBUG runtime syncEmulator immediately=true
11880 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11880 GUI DEBUG ge tflush (deferring to prim)
11880 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11880 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11881 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11881 user_main_a DEBUG runtime syncEmulator immediately=true
11881 GUI DEBUG ge tflush (deferring to prim)
11881 GUI DEBUG ge sceGuTexFunc mode 000004
11881 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11882 user_main_a DEBUG runtime syncEmulator immediately=true
11882 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11882 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11882 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11882 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11883 user_main_a DEBUG runtime syncEmulator immediately=true
11883 GUI DEBUG ge material ambient a=1,0 (FF)
11883 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11883 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11883 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11883 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11884 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11884 user_main_a DEBUG runtime syncEmulator immediately=true
11884 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11884 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11884 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11885 user_main_a DEBUG runtime syncEmulator immediately=true
11885 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11885 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11885 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11885 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11885 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11886 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11886 GUI DEBUG ge glLoadMatrixf 0,1 0,8 0,6 0,0
11886 GUI DEBUG ge glLoadMatrixf -0,5 -0,5 0,7 0,0
11886 GUI DEBUG ge glLoadMatrixf 0,9 -0,4 0,4 0,0
11887 user_main_a DEBUG runtime syncEmulator immediately=true
11887 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11887 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11887 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11887 GUI DEBUG ge vaddr 0880a890
11887 GUI DEBUG ge prim triangle 12x
11888 user_main_a DEBUG runtime syncEmulator immediately=true
11888 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11888 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11888 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11888 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11889 user_main_a DEBUG runtime syncEmulator immediately=true
11889 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11889 GUI DEBUG ge finish (0)
11889 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3E, behavior=1, signalId=0x0
11889 GUI DEBUG ge end pc=0x880d9a4
11890 user_main_a DEBUG runtime syncEmulator immediately=true
11890 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3e, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11890 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11890 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11890 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11891 user_main_a DEBUG runtime Start of Callback 0x08806468
11891 user_main_a DEBUG runtime End of Callback 0x08806468
11891 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11891 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3e, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11891 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11892 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11892 user_main_a DEBUG runtime Ending Idle State
11892 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11892 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11892 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11893 idle0_4 DEBUG runtime Scheduled, restarting...
11893 idle0_4 DEBUG runtime syncEmulator immediately=false
11893 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11894 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11894 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11894 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11893 user_main_a DEBUG runtime Waiting to be scheduled...
11894 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11895 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11894 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11895 user_main_a DEBUG runtime Scheduled, restarting...
11895 user_main_a DEBUG runtime syncEmulator immediately=false
11895 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11895 idle0_4 DEBUG runtime Waiting to be scheduled...
11896 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11895 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11896 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11896 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11897 user_main_a DEBUG runtime Starting Idle State...
11897 user_main_a DEBUG runtime syncEmulator immediately=true
11898 user_main_a DEBUG runtime syncEmulator immediately=true
11899 user_main_a DEBUG runtime syncEmulator immediately=true
11899 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11899 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11900 user_main_a DEBUG runtime syncEmulator immediately=true
11900 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11901 user_main_a DEBUG runtime syncEmulator immediately=true
11902 user_main_a DEBUG runtime syncEmulator immediately=true
11902 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11902 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11902 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11903 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11903 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11903 user_main_a DEBUG runtime Switching to Thread idle0
11903 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11903 user_main_a DEBUG runtime Switching to Thread user_main
11904 user_main_a DEBUG runtime Ending Idle State
11904 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11904 user_main_a DEBUG runtime syncEmulator immediately=false
11904 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11904 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11905 user_main_a DEBUG runtime syncEmulator immediately=false
11905 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11905 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3F
11905 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11906 user_main_a DEBUG runtime syncEmulator immediately=false
11906 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D888)
11906 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11906 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D89C)
11906 GUI DEBUG ge executeList PspGeList[id=0x3f, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11907 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D99C)
11907 GUI DEBUG ge fbp fbp=4088000, fbw=512
11907 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D9A4)
11907 GUI DEBUG ge fbw fbp=88000, fbw=512
11907 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11907 GUI DEBUG ge base 08000000
11908 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3f, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11908 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11908 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11908 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11908 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11908 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11909 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11909 user_main_a DEBUG runtime Starting Idle State...
11909 user_main_a DEBUG runtime syncEmulator immediately=true
11909 GUI DEBUG ge clear mode : 5
11910 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11910 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11910 GUI DEBUG ge vaddr 0880d870
11910 GUI DEBUG ge Texture.hashCode: 8192 bytes
11910 GUI DEBUG ge tflush Reusing cached texture 4
11911 GUI DEBUG ge prim sprites 1x
11911 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11911 user_main_a DEBUG runtime syncEmulator immediately=true
11911 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11911 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11912 user_main_a DEBUG runtime syncEmulator immediately=true
11912 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11912 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11912 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11913 GUI DEBUG ge clear mode end
11913 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11913 user_main_a DEBUG runtime syncEmulator immediately=true
11913 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11913 GUI DEBUG ge tflush (deferring to prim)
11913 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11914 user_main_a DEBUG runtime syncEmulator immediately=true
11914 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11914 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11914 GUI DEBUG ge tflush (deferring to prim)
11914 GUI DEBUG ge sceGuTexFunc mode 000004
11915 user_main_a DEBUG runtime syncEmulator immediately=true
11915 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11915 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11915 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11915 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11916 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11916 user_main_a DEBUG runtime syncEmulator immediately=true
11916 GUI DEBUG ge material ambient a=1,0 (FF)
11916 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11916 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11916 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11917 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11917 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11917 user_main_a DEBUG runtime syncEmulator immediately=true
11917 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11924 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11924 user_main_a DEBUG runtime syncEmulator immediately=true
11924 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11924 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11925 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11925 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11925 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11925 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11925 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11925 GUI DEBUG ge glLoadMatrixf 0,1 0,8 0,6 0,0
11925 GUI DEBUG ge glLoadMatrixf -0,5 -0,5 0,7 0,0
11925 GUI DEBUG ge glLoadMatrixf 0,9 -0,4 0,3 0,0
11925 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11926 user_main_a DEBUG runtime syncEmulator immediately=true
11926 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11926 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11926 GUI DEBUG ge vaddr 0880a890
11926 GUI DEBUG ge prim triangle 12x
11926 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11926 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11926 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11926 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11927 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11927 GUI DEBUG ge finish (0)
11927 user_main_a DEBUG runtime syncEmulator immediately=true
11927 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3F, behavior=1, signalId=0x0
11927 GUI DEBUG ge end pc=0x880d9a4
11927 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3f, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11927 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11928 user_main_a DEBUG runtime syncEmulator immediately=true
11928 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11928 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11928 user_main_a DEBUG runtime Start of Callback 0x08806468
11928 user_main_a DEBUG runtime End of Callback 0x08806468
11928 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11928 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11928 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3f, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11929 user_main_a DEBUG runtime Ending Idle State
11929 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11929 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11929 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11929 idle0_4 DEBUG runtime Scheduled, restarting...
11929 user_main_a DEBUG runtime Waiting to be scheduled...
11929 idle0_4 DEBUG runtime syncEmulator immediately=false
11929 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11929 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11930 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11930 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11930 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11930 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11930 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11930 idle0_4 DEBUG runtime Waiting to be scheduled...
11930 user_main_a DEBUG runtime Scheduled, restarting...
11931 user_main_a DEBUG runtime syncEmulator immediately=false
11931 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11931 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11931 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11931 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11931 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11931 user_main_a DEBUG runtime Starting Idle State...
11931 user_main_a DEBUG runtime syncEmulator immediately=true
11932 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11933 user_main_a DEBUG runtime syncEmulator immediately=true
11933 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11933 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
11934 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11934 user_main_a DEBUG runtime syncEmulator immediately=true
11935 user_main_a DEBUG runtime syncEmulator immediately=true
11936 user_main_a DEBUG runtime syncEmulator immediately=true
11936 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11936 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11936 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11936 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11936 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11936 user_main_a DEBUG runtime Switching to Thread idle0
11937 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11937 user_main_a DEBUG runtime Switching to Thread user_main
11937 user_main_a DEBUG runtime Ending Idle State
11937 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11937 user_main_a DEBUG runtime syncEmulator immediately=false
11937 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11937 user_main_a DEBUG runtime syncEmulator immediately=false
11937 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
11938 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11938 user_main_a DEBUG runtime syncEmulator immediately=false
11938 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11938 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x0
11938 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11938 user_main_a DEBUG runtime syncEmulator immediately=false
11938 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D888)
11938 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11939 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D89C)
11939 GUI DEBUG ge executeList PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11939 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D99C)
11939 GUI DEBUG ge fbp fbp=4000000, fbw=512
11939 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D9A4)
11939 GUI DEBUG ge fbw fbp=0, fbw=512
11939 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11939 GUI DEBUG ge base 08000000
11939 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11940 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11940 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11940 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11940 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11940 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
11940 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11940 user_main_a DEBUG runtime Starting Idle State...
11941 user_main_a DEBUG runtime syncEmulator immediately=true
11941 GUI DEBUG ge clear mode : 5
11941 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11941 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11941 GUI DEBUG ge vaddr 0880d870
11941 GUI DEBUG ge Texture.hashCode: 8192 bytes
11942 user_main_a DEBUG runtime syncEmulator immediately=true
11942 GUI DEBUG ge tflush Reusing cached texture 4
11942 GUI DEBUG ge prim sprites 1x
11942 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11942 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11942 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11942 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11942 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11943 user_main_a DEBUG runtime syncEmulator immediately=true
11943 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11943 GUI DEBUG ge clear mode end
11943 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11943 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11943 GUI DEBUG ge tflush (deferring to prim)
11943 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11943 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11944 user_main_a DEBUG runtime syncEmulator immediately=true
11944 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11944 GUI DEBUG ge tflush (deferring to prim)
11944 GUI DEBUG ge sceGuTexFunc mode 000004
11944 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11944 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11944 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11944 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11945 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11945 GUI DEBUG ge material ambient a=1,0 (FF)
11945 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11945 user_main_a DEBUG runtime syncEmulator immediately=true
11945 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11945 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11945 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11945 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11945 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11946 user_main_a DEBUG runtime syncEmulator immediately=true
11946 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11946 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11946 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11946 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11946 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11946 GUI DEBUG ge glLoadMatrixf 0,1 0,7 0,7 0,0
11946 GUI DEBUG ge glLoadMatrixf -0,5 -0,6 0,7 0,0
11946 GUI DEBUG ge glLoadMatrixf 0,9 -0,4 0,3 0,0
11947 user_main_a DEBUG runtime syncEmulator immediately=true
11947 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11947 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11947 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11947 GUI DEBUG ge vaddr 0880a890
11947 GUI DEBUG ge prim triangle 12x
11947 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11947 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11948 user_main_a DEBUG runtime syncEmulator immediately=true
11948 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11948 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11948 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11948 GUI DEBUG ge finish (0)
11948 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x0, behavior=1, signalId=0x0
11948 GUI DEBUG ge end pc=0x880d9a4
11948 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11949 user_main_a DEBUG runtime syncEmulator immediately=true
11949 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11949 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x0, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11949 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11949 user_main_a DEBUG runtime Start of Callback 0x08806468
11949 user_main_a DEBUG runtime End of Callback 0x08806468
11950 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x0, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11950 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11950 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x0, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11950 user_main_a DEBUG runtime Ending Idle State
11950 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11950 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11950 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11950 idle0_4 DEBUG runtime Scheduled, restarting...
11950 user_main_a DEBUG runtime Waiting to be scheduled...
11950 idle0_4 DEBUG runtime syncEmulator immediately=false
11951 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11950 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
11951 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11951 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11951 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11952 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11952 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11952 idle0_4 DEBUG runtime Waiting to be scheduled...
11952 user_main_a DEBUG runtime Scheduled, restarting...
11952 user_main_a DEBUG runtime syncEmulator immediately=false
11952 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11952 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11953 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11953 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11953 user_main_a DEBUG runtime syncEmulator immediately=false
11953 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11953 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11953 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11953 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11953 user_main_a DEBUG runtime Starting Idle State...
11954 user_main_a DEBUG runtime syncEmulator immediately=true
11955 user_main_a DEBUG runtime syncEmulator immediately=true
11956 user_main_a DEBUG runtime syncEmulator immediately=true
11957 user_main_a DEBUG runtime syncEmulator immediately=true
11958 user_main_a DEBUG runtime syncEmulator immediately=true
11959 user_main_a DEBUG runtime syncEmulator immediately=true
11960 user_main_a DEBUG runtime syncEmulator immediately=true
11961 user_main_a DEBUG runtime syncEmulator immediately=true
11962 user_main_a DEBUG runtime syncEmulator immediately=true
11963 user_main_a DEBUG runtime syncEmulator immediately=true
11964 user_main_a DEBUG runtime syncEmulator immediately=true
11965 user_main_a DEBUG runtime syncEmulator immediately=true
11966 user_main_a DEBUG runtime syncEmulator immediately=true
11966 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11967 user_main_a DEBUG runtime syncEmulator immediately=true
11967 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11968 user_main_a DEBUG runtime syncEmulator immediately=true
11969 user_main_a DEBUG runtime syncEmulator immediately=true
11969 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
11969 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
11969 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11969 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11969 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11970 user_main_a DEBUG runtime Switching to Thread idle0
11970 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11970 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11970 user_main_a DEBUG runtime Switching to Thread user_main
11970 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
11970 user_main_a DEBUG runtime Ending Idle State
11970 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11970 user_main_a DEBUG runtime syncEmulator immediately=false
11971 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11971 user_main_a DEBUG runtime syncEmulator immediately=false
11971 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
11971 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
11971 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11972 user_main_a DEBUG runtime syncEmulator immediately=false
11972 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
11972 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1
11972 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
11972 user_main_a DEBUG runtime syncEmulator immediately=false
11972 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D888)
11972 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
11972 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D89C)
11973 GUI DEBUG ge executeList PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11973 GUI DEBUG ge fbp fbp=4088000, fbw=512
11973 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D99C)
11973 GUI DEBUG ge fbw fbp=88000, fbw=512
11973 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D9A4)
11973 GUI DEBUG ge base 08000000
11973 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
11973 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
11974 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
11974 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
11974 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11974 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
11974 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11974 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11974 user_main_a DEBUG runtime Starting Idle State...
11974 GUI DEBUG ge clear mode : 5
11975 user_main_a DEBUG runtime syncEmulator immediately=true
11975 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
11975 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11975 GUI DEBUG ge vaddr 0880d870
11975 GUI DEBUG ge Texture.hashCode: 8192 bytes
11975 GUI DEBUG ge tflush Reusing cached texture 4
11975 GUI DEBUG ge prim sprites 1x
11976 user_main_a DEBUG runtime syncEmulator immediately=true
11976 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
11976 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11976 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11976 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11976 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11976 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
11976 GUI DEBUG ge clear mode end
11977 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
11977 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
11977 GUI DEBUG ge tflush (deferring to prim)
11977 user_main_a DEBUG runtime syncEmulator immediately=true
11977 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
11977 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
11977 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
11977 GUI DEBUG ge tflush (deferring to prim)
11978 user_main_a DEBUG runtime syncEmulator immediately=true
11978 GUI DEBUG ge sceGuTexFunc mode 000004
11978 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
11978 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
11978 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
11978 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
11978 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
11978 GUI DEBUG ge material ambient a=1,0 (FF)
11978 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
11979 user_main_a DEBUG runtime syncEmulator immediately=true
11979 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
11979 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
11979 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
11979 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
11979 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
11979 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
11979 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
11980 user_main_a DEBUG runtime syncEmulator immediately=true
11980 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
11980 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
11980 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
11980 GUI DEBUG ge glLoadMatrixf 0,1 0,7 0,7 0,0
11980 GUI DEBUG ge glLoadMatrixf -0,5 -0,6 0,7 0,0
11980 GUI DEBUG ge glLoadMatrixf 0,9 -0,4 0,3 0,0
11980 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
11981 user_main_a DEBUG runtime syncEmulator immediately=true
11981 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
11981 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
11981 GUI DEBUG ge vaddr 0880a890
11981 GUI DEBUG ge prim triangle 12x
11981 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11982 user_main_a DEBUG runtime syncEmulator immediately=true
11982 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11982 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
11982 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
11982 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
11982 GUI DEBUG ge finish (0)
11982 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1, behavior=1, signalId=0x0
11983 user_main_a DEBUG runtime syncEmulator immediately=true
11983 GUI DEBUG ge end pc=0x880d9a4
11983 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
11983 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11983 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
11983 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
11983 user_main_a DEBUG runtime Start of Callback 0x08806468
11983 user_main_a DEBUG runtime End of Callback 0x08806468
11984 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
11984 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
11984 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
11984 user_main_a DEBUG runtime Ending Idle State
11984 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
11984 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
11984 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
11984 idle0_4 DEBUG runtime Scheduled, restarting...
11984 user_main_a DEBUG runtime Waiting to be scheduled...
11985 idle0_4 DEBUG runtime syncEmulator immediately=false
11985 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
11985 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
11985 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
11985 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
11986 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
11986 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
11986 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
11986 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
11986 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
11986 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
11986 idle0_4 DEBUG runtime Waiting to be scheduled...
11987 user_main_a DEBUG runtime Scheduled, restarting...
11987 user_main_a DEBUG runtime syncEmulator immediately=false
11988 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
11988 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
11988 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
11988 user_main_a DEBUG runtime Switching from Thread user_main to idle0
11988 user_main_a DEBUG runtime Starting Idle State...
11988 user_main_a DEBUG runtime syncEmulator immediately=true
11989 user_main_a DEBUG runtime syncEmulator immediately=true
11990 user_main_a DEBUG runtime syncEmulator immediately=true
11991 user_main_a DEBUG runtime syncEmulator immediately=true
11992 user_main_a DEBUG runtime syncEmulator immediately=true
11993 user_main_a DEBUG runtime syncEmulator immediately=true
11994 user_main_a DEBUG runtime syncEmulator immediately=true
11995 user_main_a DEBUG runtime syncEmulator immediately=true
11996 user_main_a DEBUG runtime syncEmulator immediately=true
11997 user_main_a DEBUG runtime syncEmulator immediately=true
11998 user_main_a DEBUG runtime syncEmulator immediately=true
11999 user_main_a DEBUG runtime syncEmulator immediately=true
12000 user_main_a DEBUG runtime syncEmulator immediately=true
12000 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12000 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12001 user_main_a DEBUG runtime syncEmulator immediately=true
12002 user_main_a DEBUG runtime syncEmulator immediately=true
12002 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12002 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12002 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12002 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12002 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12002 user_main_a DEBUG runtime Switching to Thread idle0
12003 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12003 user_main_a DEBUG runtime Switching to Thread user_main
12003 user_main_a DEBUG runtime Ending Idle State
12003 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12003 user_main_a DEBUG runtime syncEmulator immediately=false
12004 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12004 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12004 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12004 user_main_a DEBUG runtime syncEmulator immediately=false
12004 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12004 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12004 user_main_a DEBUG runtime syncEmulator immediately=false
12004 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12005 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12005 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2
12005 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12005 user_main_a DEBUG runtime syncEmulator immediately=false
12005 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D888)
12005 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D89C)
12006 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12006 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D99C)
12006 GUI DEBUG ge executeList PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12006 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D9A4)
12006 GUI DEBUG ge fbp fbp=4000000, fbw=512
12006 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12006 GUI DEBUG ge fbw fbp=0, fbw=512
12006 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12006 GUI DEBUG ge base 08000000
12007 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12007 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12007 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12007 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12007 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12007 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12007 user_main_a DEBUG runtime Starting Idle State...
12008 user_main_a DEBUG runtime syncEmulator immediately=true
12008 GUI DEBUG ge clear mode : 5
12008 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12008 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12009 GUI DEBUG ge vaddr 0880d870
12009 GUI DEBUG ge Texture.hashCode: 8192 bytes
12009 GUI DEBUG ge tflush Reusing cached texture 4
12009 GUI DEBUG ge prim sprites 1x
12009 user_main_a DEBUG runtime syncEmulator immediately=true
12009 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12009 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12009 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12010 user_main_a DEBUG runtime syncEmulator immediately=true
12010 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12010 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12010 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12010 GUI DEBUG ge clear mode end
12010 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12011 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12011 GUI DEBUG ge tflush (deferring to prim)
12011 user_main_a DEBUG runtime syncEmulator immediately=true
12011 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12011 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12011 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12011 GUI DEBUG ge tflush (deferring to prim)
12012 user_main_a DEBUG runtime syncEmulator immediately=true
12012 GUI DEBUG ge sceGuTexFunc mode 000004
12012 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12012 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12012 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12012 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12012 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12013 user_main_a DEBUG runtime syncEmulator immediately=true
12013 GUI DEBUG ge material ambient a=1,0 (FF)
12013 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12013 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12013 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12013 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12013 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12014 user_main_a DEBUG runtime syncEmulator immediately=true
12014 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12014 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12014 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12014 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12014 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12014 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12014 GUI DEBUG ge glLoadMatrixf 0,0 0,7 0,7 0,0
12015 user_main_a DEBUG runtime syncEmulator immediately=true
12015 GUI DEBUG ge glLoadMatrixf -0,5 -0,6 0,6 0,0
12015 GUI DEBUG ge glLoadMatrixf 0,9 -0,4 0,3 0,0
12015 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12015 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12015 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12015 GUI DEBUG ge vaddr 0880a890
12016 GUI DEBUG ge prim triangle 12x
12016 user_main_a DEBUG runtime syncEmulator immediately=true
12016 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12016 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12016 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12016 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12016 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12017 GUI DEBUG ge finish (0)
12017 user_main_a DEBUG runtime syncEmulator immediately=true
12017 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2, behavior=1, signalId=0x0
12017 GUI DEBUG ge end pc=0x880d9a4
12017 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12017 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12018 user_main_a DEBUG runtime syncEmulator immediately=true
12018 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12018 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12018 user_main_a DEBUG runtime Start of Callback 0x08806468
12018 user_main_a DEBUG runtime End of Callback 0x08806468
12018 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12018 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12018 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12019 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12019 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12019 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12019 user_main_a DEBUG runtime Ending Idle State
12020 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12020 user_main_a DEBUG runtime Waiting to be scheduled...
12020 idle0_4 DEBUG runtime Scheduled, restarting...
12020 idle0_4 DEBUG runtime syncEmulator immediately=false
12020 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12020 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12020 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12021 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12021 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
12021 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12021 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12021 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12021 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12021 idle0_4 DEBUG runtime Waiting to be scheduled...
12022 user_main_a DEBUG runtime Scheduled, restarting...
12022 user_main_a DEBUG runtime syncEmulator immediately=false
12022 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12022 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12022 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12022 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12022 user_main_a DEBUG runtime Starting Idle State...
12023 user_main_a DEBUG runtime syncEmulator immediately=true
12024 user_main_a DEBUG runtime syncEmulator immediately=true
12025 user_main_a DEBUG runtime syncEmulator immediately=true
12026 user_main_a DEBUG runtime syncEmulator immediately=true
12027 user_main_a DEBUG runtime syncEmulator immediately=true
12028 user_main_a DEBUG runtime syncEmulator immediately=true
12029 user_main_a DEBUG runtime syncEmulator immediately=true
12030 user_main_a DEBUG runtime syncEmulator immediately=true
12031 user_main_a DEBUG runtime syncEmulator immediately=true
12032 user_main_a DEBUG runtime syncEmulator immediately=true
12033 user_main_a DEBUG runtime syncEmulator immediately=true
12033 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12034 user_main_a DEBUG runtime syncEmulator immediately=true
12034 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12035 user_main_a DEBUG runtime syncEmulator immediately=true
12036 user_main_a DEBUG runtime syncEmulator immediately=true
12036 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12036 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12036 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12036 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12036 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12036 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12037 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12036 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12037 user_main_a DEBUG runtime Switching to Thread idle0
12037 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12037 user_main_a DEBUG runtime Switching to Thread user_main
12037 user_main_a DEBUG runtime Ending Idle State
12037 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12038 user_main_a DEBUG runtime syncEmulator immediately=false
12038 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12038 user_main_a DEBUG runtime syncEmulator immediately=false
12038 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12038 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12038 user_main_a DEBUG runtime syncEmulator immediately=false
12038 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12039 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3
12039 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12039 user_main_a DEBUG runtime syncEmulator immediately=false
12039 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D888)
12039 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12039 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D89C)
12039 GUI DEBUG ge executeList PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12040 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D99C)
12040 GUI DEBUG ge fbp fbp=4088000, fbw=512
12040 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D9A4)
12040 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12040 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12041 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12041 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12040 GUI DEBUG ge fbw fbp=88000, fbw=512
12041 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12041 GUI DEBUG ge base 08000000
12041 user_main_a DEBUG runtime Starting Idle State...
12041 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12041 user_main_a DEBUG runtime syncEmulator immediately=true
12042 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12042 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12042 GUI DEBUG ge clear mode : 5
12042 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12043 user_main_a DEBUG runtime syncEmulator immediately=true
12043 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12043 GUI DEBUG ge vaddr 0880d870
12043 GUI DEBUG ge Texture.hashCode: 8192 bytes
12043 GUI DEBUG ge tflush Reusing cached texture 4
12043 GUI DEBUG ge prim sprites 1x
12043 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12044 user_main_a DEBUG runtime syncEmulator immediately=true
12044 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12044 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12044 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12044 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12044 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12045 user_main_a DEBUG runtime syncEmulator immediately=true
12045 GUI DEBUG ge clear mode end
12045 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12045 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12045 GUI DEBUG ge tflush (deferring to prim)
12045 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12045 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12045 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12046 user_main_a DEBUG runtime syncEmulator immediately=true
12046 GUI DEBUG ge tflush (deferring to prim)
12046 GUI DEBUG ge sceGuTexFunc mode 000004
12046 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12046 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12046 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12046 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12046 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12047 user_main_a DEBUG runtime syncEmulator immediately=true
12047 GUI DEBUG ge material ambient a=1,0 (FF)
12047 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12047 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12047 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12047 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12047 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12048 user_main_a DEBUG runtime syncEmulator immediately=true
12048 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12048 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12048 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12048 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12048 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12048 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12049 user_main_a DEBUG runtime syncEmulator immediately=true
12049 GUI DEBUG ge glLoadMatrixf 0,0 0,7 0,7 0,0
12049 GUI DEBUG ge glLoadMatrixf -0,4 -0,7 0,6 0,0
12049 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,3 0,0
12049 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12049 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12049 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12050 user_main_a DEBUG runtime syncEmulator immediately=true
12050 GUI DEBUG ge vaddr 0880a890
12050 GUI DEBUG ge prim triangle 12x
12050 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12050 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12050 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12050 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12051 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12051 GUI DEBUG ge finish (0)
12051 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3, behavior=1, signalId=0x0
12051 GUI DEBUG ge end pc=0x880d9a4
12051 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12051 user_main_a DEBUG runtime syncEmulator immediately=true
12052 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12052 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12052 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12052 user_main_a DEBUG runtime Start of Callback 0x08806468
12052 user_main_a DEBUG runtime End of Callback 0x08806468
12052 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12053 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12053 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12053 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12053 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12053 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12053 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12053 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12053 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12054 user_main_a DEBUG runtime Ending Idle State
12054 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12054 user_main_a DEBUG runtime Waiting to be scheduled...
12054 idle0_4 DEBUG runtime Scheduled, restarting...
12054 idle0_4 DEBUG runtime syncEmulator immediately=false
12055 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12055 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12055 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12055 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12055 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12055 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12055 idle0_4 DEBUG runtime Waiting to be scheduled...
12056 user_main_a DEBUG runtime Scheduled, restarting...
12056 user_main_a DEBUG runtime syncEmulator immediately=false
12056 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12056 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12056 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12056 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12057 user_main_a DEBUG runtime Starting Idle State...
12057 user_main_a DEBUG runtime syncEmulator immediately=true
12058 user_main_a DEBUG runtime syncEmulator immediately=true
12059 user_main_a DEBUG runtime syncEmulator immediately=true
12060 user_main_a DEBUG runtime syncEmulator immediately=true
12061 user_main_a DEBUG runtime syncEmulator immediately=true
12062 user_main_a DEBUG runtime syncEmulator immediately=true
12063 user_main_a DEBUG runtime syncEmulator immediately=true
12064 user_main_a DEBUG runtime syncEmulator immediately=true
12065 user_main_a DEBUG runtime syncEmulator immediately=true
12066 user_main_a DEBUG runtime syncEmulator immediately=true
12066 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12067 user_main_a DEBUG runtime syncEmulator immediately=true
12067 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12068 user_main_a DEBUG runtime syncEmulator immediately=true
12069 user_main_a DEBUG runtime syncEmulator immediately=true
12069 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12069 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12069 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12069 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12069 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12069 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12070 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12070 user_main_a DEBUG runtime Switching to Thread idle0
12070 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12070 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12070 user_main_a DEBUG runtime Switching to Thread user_main
12070 user_main_a DEBUG runtime Ending Idle State
12071 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12071 user_main_a DEBUG runtime syncEmulator immediately=false
12071 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12071 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12071 user_main_a DEBUG runtime syncEmulator immediately=false
12071 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12072 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x4
12072 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12072 user_main_a DEBUG runtime syncEmulator immediately=false
12072 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D888)
12072 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D89C)
12072 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D99C)
12073 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D9A4)
12073 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12073 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x4, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12073 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12073 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12073 GUI DEBUG ge executeList PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12073 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12074 GUI DEBUG ge fbp fbp=4000000, fbw=512
12074 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12074 GUI DEBUG ge fbw fbp=0, fbw=512
12074 user_main_a DEBUG runtime Starting Idle State...
12074 GUI DEBUG ge base 08000000
12074 user_main_a DEBUG runtime syncEmulator immediately=true
12074 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12075 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12075 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12075 GUI DEBUG ge clear mode : 5
12076 user_main_a DEBUG runtime syncEmulator immediately=true
12076 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12076 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12076 GUI DEBUG ge vaddr 0880d870
12076 GUI DEBUG ge Texture.hashCode: 8192 bytes
12076 GUI DEBUG ge tflush Reusing cached texture 4
12076 GUI DEBUG ge prim sprites 1x
12077 user_main_a DEBUG runtime syncEmulator immediately=true
12077 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12077 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12077 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12077 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12077 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12077 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12078 user_main_a DEBUG runtime syncEmulator immediately=true
12078 GUI DEBUG ge clear mode end
12078 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12078 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12078 GUI DEBUG ge tflush (deferring to prim)
12078 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12078 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12079 user_main_a DEBUG runtime syncEmulator immediately=true
12079 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12079 GUI DEBUG ge tflush (deferring to prim)
12079 GUI DEBUG ge sceGuTexFunc mode 000004
12079 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12079 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12079 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12080 user_main_a DEBUG runtime syncEmulator immediately=true
12080 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12080 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12080 GUI DEBUG ge material ambient a=1,0 (FF)
12080 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12080 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12080 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12081 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12081 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12081 user_main_a DEBUG runtime syncEmulator immediately=true
12081 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12081 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12081 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12081 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12082 user_main_a DEBUG runtime syncEmulator immediately=true
12082 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12082 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12082 GUI DEBUG ge glLoadMatrixf 0,0 0,6 0,8 0,0
12082 GUI DEBUG ge glLoadMatrixf -0,4 -0,7 0,6 0,0
12082 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,3 0,0
12083 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12083 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12083 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12083 GUI DEBUG ge vaddr 0880a890
12083 GUI DEBUG ge prim triangle 12x
12083 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12083 user_main_a DEBUG runtime syncEmulator immediately=true
12083 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12084 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12084 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12084 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12084 GUI DEBUG ge finish (0)
12084 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x4, behavior=1, signalId=0x0
12085 user_main_a DEBUG runtime syncEmulator immediately=true
12085 GUI DEBUG ge end pc=0x880d9a4
12085 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12085 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12085 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x4, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12085 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12085 user_main_a DEBUG runtime Start of Callback 0x08806468
12086 user_main_a DEBUG runtime End of Callback 0x08806468
12086 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x4, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12086 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12086 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x4, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12086 user_main_a DEBUG runtime Ending Idle State
12086 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12086 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12087 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12087 idle0_4 DEBUG runtime Scheduled, restarting...
12087 user_main_a DEBUG runtime Waiting to be scheduled...
12087 idle0_4 DEBUG runtime syncEmulator immediately=false
12087 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12087 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12088 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12088 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12088 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12088 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
12088 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12088 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12089 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12089 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12089 idle0_4 DEBUG runtime Waiting to be scheduled...
12089 user_main_a DEBUG runtime Scheduled, restarting...
12089 user_main_a DEBUG runtime syncEmulator immediately=false
12089 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12090 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12090 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12090 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12090 user_main_a DEBUG runtime Starting Idle State...
12090 user_main_a DEBUG runtime syncEmulator immediately=true
12091 user_main_a DEBUG runtime syncEmulator immediately=true
12092 user_main_a DEBUG runtime syncEmulator immediately=true
12093 user_main_a DEBUG runtime syncEmulator immediately=true
12094 user_main_a DEBUG runtime syncEmulator immediately=true
12095 user_main_a DEBUG runtime syncEmulator immediately=true
12096 user_main_a DEBUG runtime syncEmulator immediately=true
12097 user_main_a DEBUG runtime syncEmulator immediately=true
12098 user_main_a DEBUG runtime syncEmulator immediately=true
12099 user_main_a DEBUG runtime syncEmulator immediately=true
12100 user_main_a DEBUG runtime syncEmulator immediately=true
12100 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12100 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12101 user_main_a DEBUG runtime syncEmulator immediately=true
12102 user_main_a DEBUG runtime syncEmulator immediately=true
12102 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12102 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12102 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12102 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12102 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12103 user_main_a DEBUG runtime Switching to Thread idle0
12103 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12103 user_main_a DEBUG runtime Switching to Thread user_main
12103 user_main_a DEBUG runtime Ending Idle State
12103 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12103 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12103 user_main_a DEBUG runtime syncEmulator immediately=false
12103 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12104 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12105 user_main_a DEBUG runtime syncEmulator immediately=false
12104 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12105 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12105 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12105 user_main_a DEBUG runtime syncEmulator immediately=false
12105 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12106 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x5
12106 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12106 user_main_a DEBUG runtime syncEmulator immediately=false
12106 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D888)
12106 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D89C)
12106 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D99C)
12107 GUI DEBUG ge executeList PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D9A4)
12107 GUI DEBUG ge fbp fbp=4088000, fbw=512
12107 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12107 GUI DEBUG ge fbw fbp=88000, fbw=512
12107 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12107 GUI DEBUG ge base 08000000
12108 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12108 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12108 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12108 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12108 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12109 user_main_a DEBUG runtime Starting Idle State...
12108 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12109 user_main_a DEBUG runtime syncEmulator immediately=true
12109 GUI DEBUG ge clear mode : 5
12109 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12109 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12110 user_main_a DEBUG runtime syncEmulator immediately=true
12110 GUI DEBUG ge vaddr 0880d870
12110 GUI DEBUG ge Texture.hashCode: 8192 bytes
12110 GUI DEBUG ge tflush Reusing cached texture 4
12110 GUI DEBUG ge prim sprites 1x
12110 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12111 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12111 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12111 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12111 user_main_a DEBUG runtime syncEmulator immediately=true
12111 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12111 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12112 GUI DEBUG ge clear mode end
12112 user_main_a DEBUG runtime syncEmulator immediately=true
12112 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12112 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12112 GUI DEBUG ge tflush (deferring to prim)
12112 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12112 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12113 user_main_a DEBUG runtime syncEmulator immediately=true
12113 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12113 GUI DEBUG ge tflush (deferring to prim)
12113 GUI DEBUG ge sceGuTexFunc mode 000004
12113 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12113 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12113 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12114 user_main_a DEBUG runtime syncEmulator immediately=true
12114 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12114 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12114 GUI DEBUG ge material ambient a=1,0 (FF)
12114 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12114 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12114 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12115 user_main_a DEBUG runtime syncEmulator immediately=true
12115 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12115 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12115 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12115 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12115 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12116 user_main_a DEBUG runtime syncEmulator immediately=true
12116 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12116 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12116 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12116 GUI DEBUG ge glLoadMatrixf 0,0 0,6 0,8 0,0
12116 GUI DEBUG ge glLoadMatrixf -0,4 -0,7 0,6 0,0
12117 user_main_a DEBUG runtime syncEmulator immediately=true
12117 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,2 0,0
12117 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12117 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12117 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12117 GUI DEBUG ge vaddr 0880a890
12117 GUI DEBUG ge prim triangle 12x
12118 user_main_a DEBUG runtime syncEmulator immediately=true
12118 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12118 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12118 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12118 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12118 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12119 user_main_a DEBUG runtime syncEmulator immediately=true
12119 GUI DEBUG ge finish (0)
12119 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12119 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x5, behavior=1, signalId=0x0
12119 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12119 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12119 GUI DEBUG ge end pc=0x880d9a4
12120 user_main_a DEBUG runtime syncEmulator immediately=true
12120 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12120 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12120 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x5, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12120 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12120 user_main_a DEBUG runtime Start of Callback 0x08806468
12121 user_main_a DEBUG runtime End of Callback 0x08806468
12121 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x5, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12121 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12121 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x5, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12121 user_main_a DEBUG runtime Ending Idle State
12121 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12121 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12122 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12122 idle0_4 DEBUG runtime Scheduled, restarting...
12122 user_main_a DEBUG runtime Waiting to be scheduled...
12122 idle0_4 DEBUG runtime syncEmulator immediately=false
12122 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12122 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12123 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12123 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12123 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12123 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12123 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12123 idle0_4 DEBUG runtime Waiting to be scheduled...
12124 user_main_a DEBUG runtime Scheduled, restarting...
12124 user_main_a DEBUG runtime syncEmulator immediately=false
12124 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12124 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12124 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12124 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12125 user_main_a DEBUG runtime Starting Idle State...
12125 user_main_a DEBUG runtime syncEmulator immediately=true
12126 user_main_a DEBUG runtime syncEmulator immediately=true
12127 user_main_a DEBUG runtime syncEmulator immediately=true
12128 user_main_a DEBUG runtime syncEmulator immediately=true
12129 user_main_a DEBUG runtime syncEmulator immediately=true
12130 user_main_a DEBUG runtime syncEmulator immediately=true
12131 user_main_a DEBUG runtime syncEmulator immediately=true
12132 user_main_a DEBUG runtime syncEmulator immediately=true
12133 user_main_a DEBUG runtime syncEmulator immediately=true
12133 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12133 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12134 user_main_a DEBUG runtime syncEmulator immediately=true
12135 user_main_a DEBUG runtime syncEmulator immediately=true
12135 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12136 user_main_a DEBUG runtime syncEmulator immediately=true
12136 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12136 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12137 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12136 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12137 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12137 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12137 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12138 user_main_a DEBUG runtime Switching to Thread idle0
12138 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12138 user_main_a DEBUG runtime Switching to Thread user_main
12138 user_main_a DEBUG runtime Ending Idle State
12138 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12138 user_main_a DEBUG runtime syncEmulator immediately=false
12139 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12139 user_main_a DEBUG runtime syncEmulator immediately=false
12139 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12139 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12139 user_main_a DEBUG runtime syncEmulator immediately=false
12139 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12140 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x6
12140 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12140 user_main_a DEBUG runtime syncEmulator immediately=false
12140 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D888)
12140 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D89C)
12140 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12141 GUI DEBUG ge executeList PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12141 GUI DEBUG ge fbp fbp=4000000, fbw=512
12141 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D99C)
12141 GUI DEBUG ge fbw fbp=0, fbw=512
12141 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D9A4)
12141 GUI DEBUG ge base 08000000
12141 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12142 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12142 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12142 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12142 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12142 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12142 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12143 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12143 GUI DEBUG ge clear mode : 5
12143 user_main_a DEBUG runtime Starting Idle State...
12144 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12144 user_main_a DEBUG runtime syncEmulator immediately=true
12144 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12144 GUI DEBUG ge vaddr 0880d870
12144 GUI DEBUG ge Texture.hashCode: 8192 bytes
12145 user_main_a DEBUG runtime syncEmulator immediately=true
12145 GUI DEBUG ge tflush Reusing cached texture 4
12145 GUI DEBUG ge prim sprites 1x
12145 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12145 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12145 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12146 user_main_a DEBUG runtime syncEmulator immediately=true
12146 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12146 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12146 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12146 GUI DEBUG ge clear mode end
12146 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12147 user_main_a DEBUG runtime syncEmulator immediately=true
12147 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12147 GUI DEBUG ge tflush (deferring to prim)
12147 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12147 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12147 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12147 GUI DEBUG ge tflush (deferring to prim)
12148 user_main_a DEBUG runtime syncEmulator immediately=true
12148 GUI DEBUG ge sceGuTexFunc mode 000004
12148 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12148 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12148 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12148 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12149 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12149 user_main_a DEBUG runtime syncEmulator immediately=true
12149 GUI DEBUG ge material ambient a=1,0 (FF)
12149 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12149 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12149 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12150 user_main_a DEBUG runtime syncEmulator immediately=true
12150 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12150 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12150 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12150 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12150 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12151 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12151 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12151 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12151 user_main_a DEBUG runtime syncEmulator immediately=true
12152 user_main_a DEBUG runtime syncEmulator immediately=true
12152 GUI DEBUG ge glLoadMatrixf 0,0 0,6 0,8 0,0
12152 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12152 GUI DEBUG ge glLoadMatrixf -0,4 -0,7 0,5 0,0
12152 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12152 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,2 0,0
12152 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12152 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12153 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12153 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12153 GUI DEBUG ge vaddr 0880a890
12153 GUI DEBUG ge prim triangle 12x
12153 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12154 user_main_a DEBUG runtime syncEmulator immediately=true
12154 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12154 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12154 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12154 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12154 GUI DEBUG ge finish (0)
12155 user_main_a DEBUG runtime syncEmulator immediately=true
12155 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x6, behavior=1, signalId=0x0
12155 GUI DEBUG ge end pc=0x880d9a4
12155 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12155 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x6, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12156 user_main_a DEBUG runtime syncEmulator immediately=true
12156 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12156 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12156 user_main_a DEBUG runtime Start of Callback 0x08806468
12156 user_main_a DEBUG runtime End of Callback 0x08806468
12156 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x6, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12157 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12157 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x6, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12157 user_main_a DEBUG runtime Ending Idle State
12157 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12157 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12157 user_main_a DEBUG runtime Waiting to be scheduled...
12158 idle0_4 DEBUG runtime Scheduled, restarting...
12158 idle0_4 DEBUG runtime syncEmulator immediately=false
12158 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12157 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12158 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12158 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12158 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12159 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12159 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12159 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12159 idle0_4 DEBUG runtime Waiting to be scheduled...
12159 user_main_a DEBUG runtime Scheduled, restarting...
12160 user_main_a DEBUG runtime syncEmulator immediately=false
12160 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12160 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12160 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12160 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12160 user_main_a DEBUG runtime Starting Idle State...
12161 user_main_a DEBUG runtime syncEmulator immediately=true
12162 user_main_a DEBUG runtime syncEmulator immediately=true
12163 user_main_a DEBUG runtime syncEmulator immediately=true
12164 user_main_a DEBUG runtime syncEmulator immediately=true
12165 user_main_a DEBUG runtime syncEmulator immediately=true
12166 user_main_a DEBUG runtime syncEmulator immediately=true
12166 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12167 user_main_a DEBUG runtime syncEmulator immediately=true
12167 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12168 user_main_a DEBUG runtime syncEmulator immediately=true
12169 user_main_a DEBUG runtime syncEmulator immediately=true
12169 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12169 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12169 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12169 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12169 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12170 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12170 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12170 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12170 user_main_a DEBUG runtime Switching to Thread idle0
12171 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12171 user_main_a DEBUG runtime Switching to Thread user_main
12171 user_main_a DEBUG runtime Ending Idle State
12171 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12171 user_main_a DEBUG runtime syncEmulator immediately=false
12171 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12172 user_main_a DEBUG runtime syncEmulator immediately=false
12172 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12172 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12172 user_main_a DEBUG runtime syncEmulator immediately=false
12173 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12173 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x7
12173 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12173 user_main_a DEBUG runtime syncEmulator immediately=false
12173 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D888)
12173 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D89C)
12174 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12174 GUI DEBUG ge executeList PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12174 GUI DEBUG ge fbp fbp=4088000, fbw=512
12174 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D99C)
12174 GUI DEBUG ge fbw fbp=88000, fbw=512
12175 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D9A4)
12175 GUI DEBUG ge base 08000000
12175 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12175 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12175 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12175 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12176 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12176 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12176 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12176 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12176 user_main_a DEBUG runtime Starting Idle State...
12176 GUI DEBUG ge clear mode : 5
12177 user_main_a DEBUG runtime syncEmulator immediately=true
12177 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12177 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12177 GUI DEBUG ge vaddr 0880d870
12177 GUI DEBUG ge Texture.hashCode: 8192 bytes
12178 user_main_a DEBUG runtime syncEmulator immediately=true
12178 GUI DEBUG ge tflush Reusing cached texture 4
12178 GUI DEBUG ge prim sprites 1x
12178 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12178 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12178 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12179 user_main_a DEBUG runtime syncEmulator immediately=true
12179 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12179 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12179 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12179 GUI DEBUG ge clear mode end
12179 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12180 user_main_a DEBUG runtime syncEmulator immediately=true
12180 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12180 GUI DEBUG ge tflush (deferring to prim)
12180 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12180 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12180 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12181 GUI DEBUG ge tflush (deferring to prim)
12181 GUI DEBUG ge sceGuTexFunc mode 000004
12181 user_main_a DEBUG runtime syncEmulator immediately=true
12181 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12181 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12181 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12182 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12182 user_main_a DEBUG runtime syncEmulator immediately=true
12182 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12182 GUI DEBUG ge material ambient a=1,0 (FF)
12182 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12182 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12183 user_main_a DEBUG runtime syncEmulator immediately=true
12183 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12183 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12183 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12183 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12183 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12184 user_main_a DEBUG runtime syncEmulator immediately=true
12184 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12184 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12184 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12184 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12184 GUI DEBUG ge glLoadMatrixf -0,0 0,6 0,8 0,0
12185 user_main_a DEBUG runtime syncEmulator immediately=true
12185 GUI DEBUG ge glLoadMatrixf -0,4 -0,8 0,5 0,0
12185 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,2 0,0
12185 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12185 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12185 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12186 user_main_a DEBUG runtime syncEmulator immediately=true
12186 GUI DEBUG ge vaddr 0880a890
12186 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12186 GUI DEBUG ge prim triangle 12x
12186 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12186 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12186 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12186 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12187 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12187 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12187 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12187 GUI DEBUG ge finish (0)
12188 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x7, behavior=1, signalId=0x0
12188 user_main_a DEBUG runtime syncEmulator immediately=true
12188 GUI DEBUG ge end pc=0x880d9a4
12188 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12188 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12188 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12188 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x7, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12189 user_main_a DEBUG runtime Start of Callback 0x08806468
12189 user_main_a DEBUG runtime End of Callback 0x08806468
12189 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x7, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12189 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12190 user_main_a DEBUG runtime Ending Idle State
12190 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12190 user_main_a DEBUG runtime Waiting to be scheduled...
12189 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x7, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12190 idle0_4 DEBUG runtime Scheduled, restarting...
12190 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12191 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12191 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12190 idle0_4 DEBUG runtime syncEmulator immediately=false
12191 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12191 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12192 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12192 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12192 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12192 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12192 idle0_4 DEBUG runtime Waiting to be scheduled...
12192 user_main_a DEBUG runtime Scheduled, restarting...
12193 user_main_a DEBUG runtime syncEmulator immediately=false
12193 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12193 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12193 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12193 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12193 user_main_a DEBUG runtime Starting Idle State...
12194 user_main_a DEBUG runtime syncEmulator immediately=true
12195 user_main_a DEBUG runtime syncEmulator immediately=true
12196 user_main_a DEBUG runtime syncEmulator immediately=true
12197 user_main_a DEBUG runtime syncEmulator immediately=true
12198 user_main_a DEBUG runtime syncEmulator immediately=true
12199 user_main_a DEBUG runtime syncEmulator immediately=true
12200 user_main_a DEBUG runtime syncEmulator immediately=true
12200 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12200 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12201 user_main_a DEBUG runtime syncEmulator immediately=true
12202 user_main_a DEBUG runtime syncEmulator immediately=true
12202 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12202 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12202 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12202 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12203 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12203 user_main_a DEBUG runtime Switching to Thread idle0
12203 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12203 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12203 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12203 user_main_a DEBUG runtime Switching to Thread user_main
12204 user_main_a DEBUG runtime Ending Idle State
12204 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12204 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12204 user_main_a DEBUG runtime syncEmulator immediately=false
12204 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12205 user_main_a DEBUG runtime syncEmulator immediately=false
12205 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12205 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12205 user_main_a DEBUG runtime syncEmulator immediately=false
12205 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12206 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x8
12206 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12206 user_main_a DEBUG runtime syncEmulator immediately=false
12206 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D888)
12206 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D89C)
12206 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12207 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D99C)
12207 GUI DEBUG ge executeList PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12207 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D9A4)
12207 GUI DEBUG ge fbp fbp=4000000, fbw=512
12207 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12207 GUI DEBUG ge fbw fbp=0, fbw=512
12207 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12208 GUI DEBUG ge base 08000000
12208 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12208 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12208 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12208 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12208 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12209 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12209 user_main_a DEBUG runtime Starting Idle State...
12209 user_main_a DEBUG runtime syncEmulator immediately=true
12209 GUI DEBUG ge clear mode : 5
12210 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12210 user_main_a DEBUG runtime syncEmulator immediately=true
12210 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12210 GUI DEBUG ge vaddr 0880d870
12210 GUI DEBUG ge Texture.hashCode: 8192 bytes
12210 GUI DEBUG ge tflush Reusing cached texture 4
12211 GUI DEBUG ge prim sprites 1x
12211 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12211 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12211 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12211 user_main_a DEBUG runtime syncEmulator immediately=true
12211 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12212 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12212 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12212 GUI DEBUG ge clear mode end
12212 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12213 user_main_a DEBUG runtime syncEmulator immediately=true
12213 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12213 GUI DEBUG ge tflush (deferring to prim)
12213 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12213 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12213 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12214 GUI DEBUG ge tflush (deferring to prim)
12214 user_main_a DEBUG runtime syncEmulator immediately=true
12214 GUI DEBUG ge sceGuTexFunc mode 000004
12214 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12214 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12214 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12215 user_main_a DEBUG runtime syncEmulator immediately=true
12215 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12215 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12215 GUI DEBUG ge material ambient a=1,0 (FF)
12215 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12215 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12216 user_main_a DEBUG runtime syncEmulator immediately=true
12216 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12216 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12216 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12216 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12216 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12217 user_main_a DEBUG runtime syncEmulator immediately=true
12217 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12217 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12217 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12217 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12217 GUI DEBUG ge glLoadMatrixf -0,0 0,5 0,8 0,0
12218 user_main_a DEBUG runtime syncEmulator immediately=true
12218 GUI DEBUG ge glLoadMatrixf -0,4 -0,8 0,5 0,0
12218 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,2 0,0
12218 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12218 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12218 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12219 user_main_a DEBUG runtime syncEmulator immediately=true
12219 GUI DEBUG ge vaddr 0880a890
12219 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12219 GUI DEBUG ge prim triangle 12x
12219 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12219 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12219 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12220 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12220 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12220 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12220 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12221 GUI DEBUG ge finish (0)
12221 user_main_a DEBUG runtime syncEmulator immediately=true
12221 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x8, behavior=1, signalId=0x0
12221 GUI DEBUG ge end pc=0x880d9a4
12221 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12222 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x8, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12222 user_main_a DEBUG runtime syncEmulator immediately=true
12222 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12222 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12222 user_main_a DEBUG runtime Start of Callback 0x08806468
12222 user_main_a DEBUG runtime End of Callback 0x08806468
12223 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x8, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12223 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12223 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x8, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12223 user_main_a DEBUG runtime Ending Idle State
12223 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12223 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12224 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12224 idle0_4 DEBUG runtime Scheduled, restarting...
12224 user_main_a DEBUG runtime Waiting to be scheduled...
12224 idle0_4 DEBUG runtime syncEmulator immediately=false
12224 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12224 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12225 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12225 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12225 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12225 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12226 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12226 idle0_4 DEBUG runtime Waiting to be scheduled...
12226 user_main_a DEBUG runtime Scheduled, restarting...
12226 user_main_a DEBUG runtime syncEmulator immediately=false
12226 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12226 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12227 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12227 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12227 user_main_a DEBUG runtime Starting Idle State...
12227 user_main_a DEBUG runtime syncEmulator immediately=true
12228 user_main_a DEBUG runtime syncEmulator immediately=true
12229 user_main_a DEBUG runtime syncEmulator immediately=true
12230 user_main_a DEBUG runtime syncEmulator immediately=true
12231 user_main_a DEBUG runtime syncEmulator immediately=true
12232 user_main_a DEBUG runtime syncEmulator immediately=true
12233 user_main_a DEBUG runtime syncEmulator immediately=true
12234 user_main_a DEBUG runtime syncEmulator immediately=true
12234 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12234 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12235 user_main_a DEBUG runtime syncEmulator immediately=true
12235 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12236 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12236 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12236 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12236 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12236 user_main_a DEBUG runtime Switching to Thread idle0
12237 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12237 user_main_a DEBUG runtime Switching to Thread user_main
12237 user_main_a DEBUG runtime Ending Idle State
12237 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12237 user_main_a DEBUG runtime syncEmulator immediately=false
12238 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12238 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12238 user_main_a DEBUG runtime syncEmulator immediately=false
12238 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12238 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x9
12238 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12239 user_main_a DEBUG runtime syncEmulator immediately=false
12239 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D888)
12239 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12239 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D89C)
12239 GUI DEBUG ge executeList PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12240 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D99C)
12240 GUI DEBUG ge fbp fbp=4088000, fbw=512
12240 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D9A4)
12240 GUI DEBUG ge fbw fbp=88000, fbw=512
12240 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12240 GUI DEBUG ge base 08000000
12241 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12240 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12241 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12241 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12241 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12241 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12242 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12242 user_main_a DEBUG runtime Starting Idle State...
12242 GUI DEBUG ge clear mode : 5
12242 user_main_a DEBUG runtime syncEmulator immediately=true
12242 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12243 user_main_a DEBUG runtime syncEmulator immediately=true
12243 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12243 GUI DEBUG ge vaddr 0880d870
12243 GUI DEBUG ge Texture.hashCode: 8192 bytes
12243 GUI DEBUG ge tflush Reusing cached texture 4
12244 user_main_a DEBUG runtime syncEmulator immediately=true
12244 GUI DEBUG ge prim sprites 1x
12244 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12244 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12244 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12244 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12245 user_main_a DEBUG runtime syncEmulator immediately=true
12245 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12245 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12245 GUI DEBUG ge clear mode end
12245 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12246 user_main_a DEBUG runtime syncEmulator immediately=true
12246 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12246 GUI DEBUG ge tflush (deferring to prim)
12246 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12246 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12246 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12247 GUI DEBUG ge tflush (deferring to prim)
12247 user_main_a DEBUG runtime syncEmulator immediately=true
12247 GUI DEBUG ge sceGuTexFunc mode 000004
12247 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12247 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12248 user_main_a DEBUG runtime syncEmulator immediately=true
12248 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12248 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12248 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12248 GUI DEBUG ge material ambient a=1,0 (FF)
12248 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12249 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12249 user_main_a DEBUG runtime syncEmulator immediately=true
12249 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12249 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12250 user_main_a DEBUG runtime syncEmulator immediately=true
12250 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12250 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12250 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12250 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12250 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12251 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12251 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12251 user_main_a DEBUG runtime syncEmulator immediately=true
12251 GUI DEBUG ge glLoadMatrixf -0,0 0,5 0,9 0,0
12251 GUI DEBUG ge glLoadMatrixf -0,3 -0,8 0,5 0,0
12252 user_main_a DEBUG runtime syncEmulator immediately=true
12252 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,2 0,0
12252 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12252 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12252 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12252 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12252 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12253 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12253 GUI DEBUG ge vaddr 0880a890
12253 GUI DEBUG ge prim triangle 12x
12253 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12254 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12254 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12254 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12254 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12254 user_main_a DEBUG runtime syncEmulator immediately=true
12254 GUI DEBUG ge finish (0)
12255 user_main_a DEBUG runtime syncEmulator immediately=true
12255 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x9, behavior=1, signalId=0x0
12255 GUI DEBUG ge end pc=0x880d9a4
12255 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12255 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x9, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12256 user_main_a DEBUG runtime syncEmulator immediately=true
12256 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12256 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12256 user_main_a DEBUG runtime Start of Callback 0x08806468
12256 user_main_a DEBUG runtime End of Callback 0x08806468
12257 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x9, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12257 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12257 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x9, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12257 user_main_a DEBUG runtime Ending Idle State
12257 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12257 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12257 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12258 idle0_4 DEBUG runtime Scheduled, restarting...
12258 user_main_a DEBUG runtime Waiting to be scheduled...
12258 idle0_4 DEBUG runtime syncEmulator immediately=false
12258 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12258 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12259 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12259 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12259 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12260 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12260 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12260 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12260 idle0_4 DEBUG runtime Waiting to be scheduled...
12260 user_main_a DEBUG runtime Scheduled, restarting...
12261 user_main_a DEBUG runtime syncEmulator immediately=false
12261 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12260 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12261 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12261 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12262 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12262 user_main_a DEBUG runtime Starting Idle State...
12262 user_main_a DEBUG runtime syncEmulator immediately=true
12263 user_main_a DEBUG runtime syncEmulator immediately=true
12263 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12264 user_main_a DEBUG runtime syncEmulator immediately=true
12264 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12264 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12265 user_main_a DEBUG runtime syncEmulator immediately=true
12266 user_main_a DEBUG runtime syncEmulator immediately=true
12267 user_main_a DEBUG runtime syncEmulator immediately=true
12268 user_main_a DEBUG runtime syncEmulator immediately=true
12269 user_main_a DEBUG runtime syncEmulator immediately=true
12269 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12269 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12269 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12269 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12270 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12270 user_main_a DEBUG runtime Switching to Thread idle0
12270 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12270 user_main_a DEBUG runtime Switching to Thread user_main
12270 user_main_a DEBUG runtime Ending Idle State
12271 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12271 user_main_a DEBUG runtime syncEmulator immediately=false
12271 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12271 user_main_a DEBUG runtime syncEmulator immediately=false
12272 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12272 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12272 user_main_a DEBUG runtime syncEmulator immediately=false
12272 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12272 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xA
12273 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12273 user_main_a DEBUG runtime syncEmulator immediately=false
12273 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D888)
12273 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12273 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D89C)
12273 GUI DEBUG ge executeList PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12274 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D99C)
12274 GUI DEBUG ge fbp fbp=4000000, fbw=512
12274 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D9A4)
12274 GUI DEBUG ge fbw fbp=0, fbw=512
12274 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12274 GUI DEBUG ge base 08000000
12275 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12275 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12275 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12275 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12276 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12276 GUI DEBUG ge clear mode : 5
12276 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12276 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12276 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12276 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12277 user_main_a DEBUG runtime Starting Idle State...
12277 GUI DEBUG ge vaddr 0880d870
12277 user_main_a DEBUG runtime syncEmulator immediately=true
12277 GUI DEBUG ge Texture.hashCode: 8192 bytes
12278 user_main_a DEBUG runtime syncEmulator immediately=true
12278 GUI DEBUG ge tflush Reusing cached texture 4
12278 GUI DEBUG ge prim sprites 1x
12278 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12278 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12278 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12279 user_main_a DEBUG runtime syncEmulator immediately=true
12279 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12279 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12279 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12279 GUI DEBUG ge clear mode end
12280 user_main_a DEBUG runtime syncEmulator immediately=true
12280 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12280 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12280 GUI DEBUG ge tflush (deferring to prim)
12280 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12281 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12281 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12281 user_main_a DEBUG runtime syncEmulator immediately=true
12281 GUI DEBUG ge tflush (deferring to prim)
12281 GUI DEBUG ge sceGuTexFunc mode 000004
12281 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12282 user_main_a DEBUG runtime syncEmulator immediately=true
12282 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12282 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12282 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12282 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12283 GUI DEBUG ge material ambient a=1,0 (FF)
12283 user_main_a DEBUG runtime syncEmulator immediately=true
12283 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12283 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12283 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12284 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12284 user_main_a DEBUG runtime syncEmulator immediately=true
12284 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12284 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12284 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12285 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12285 user_main_a DEBUG runtime syncEmulator immediately=true
12285 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12285 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12285 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12285 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12286 GUI DEBUG ge glLoadMatrixf -0,0 0,5 0,9 0,0
12286 GUI DEBUG ge glLoadMatrixf -0,3 -0,8 0,4 0,0
12286 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,2 0,0
12285 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12286 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12286 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12287 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12287 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12287 GUI DEBUG ge vaddr 0880a890
12287 GUI DEBUG ge prim triangle 12x
12287 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12288 user_main_a DEBUG runtime syncEmulator immediately=true
12288 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12288 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12288 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12288 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12289 user_main_a DEBUG runtime syncEmulator immediately=true
12289 GUI DEBUG ge finish (0)
12289 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xA, behavior=1, signalId=0x0
12289 GUI DEBUG ge end pc=0x880d9a4
12289 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12290 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xa, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12290 user_main_a DEBUG runtime syncEmulator immediately=true
12290 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12290 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12290 user_main_a DEBUG runtime Start of Callback 0x08806468
12291 user_main_a DEBUG runtime End of Callback 0x08806468
12291 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xa, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12291 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12291 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xa, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12291 user_main_a DEBUG runtime Ending Idle State
12291 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12292 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12292 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12292 idle0_4 DEBUG runtime Scheduled, restarting...
12292 user_main_a DEBUG runtime Waiting to be scheduled...
12292 idle0_4 DEBUG runtime syncEmulator immediately=false
12292 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12293 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12293 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12293 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12294 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12294 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12294 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12294 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12294 user_main_a DEBUG runtime Scheduled, restarting...
12295 user_main_a DEBUG runtime syncEmulator immediately=false
12295 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12294 idle0_4 DEBUG runtime Waiting to be scheduled...
12295 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12295 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12295 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12296 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12297 user_main_a DEBUG runtime Starting Idle State...
12297 user_main_a DEBUG runtime syncEmulator immediately=true
12298 user_main_a DEBUG runtime syncEmulator immediately=true
12298 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12298 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12298 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12299 user_main_a DEBUG runtime syncEmulator immediately=true
12300 user_main_a DEBUG runtime syncEmulator immediately=true
12301 user_main_a DEBUG runtime syncEmulator immediately=true
12302 user_main_a DEBUG runtime syncEmulator immediately=true
12302 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12302 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12302 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12302 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12303 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12303 user_main_a DEBUG runtime Switching to Thread idle0
12303 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12303 user_main_a DEBUG runtime Switching to Thread user_main
12304 user_main_a DEBUG runtime Ending Idle State
12304 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12304 user_main_a DEBUG runtime syncEmulator immediately=false
12304 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12304 user_main_a DEBUG runtime syncEmulator immediately=false
12305 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12305 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12305 user_main_a DEBUG runtime syncEmulator immediately=false
12305 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12305 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xB
12306 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12306 user_main_a DEBUG runtime syncEmulator immediately=false
12306 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D888)
12306 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12306 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D89C)
12306 GUI DEBUG ge executeList PspGeList[id=0xb, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12307 GUI DEBUG ge fbp fbp=4088000, fbw=512
12307 GUI DEBUG ge fbw fbp=88000, fbw=512
12307 GUI DEBUG ge base 08000000
12307 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12308 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D99C)
12308 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12308 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xB, stall=0x0880D9A4)
12308 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12308 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12309 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xb, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12309 GUI DEBUG ge clear mode : 5
12309 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12309 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12309 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12309 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12310 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12310 GUI DEBUG ge vaddr 0880d870
12310 user_main_a DEBUG runtime Starting Idle State...
12310 GUI DEBUG ge Texture.hashCode: 8192 bytes
12311 GUI DEBUG ge tflush Reusing cached texture 4
12311 GUI DEBUG ge prim sprites 1x
12311 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12310 user_main_a DEBUG runtime syncEmulator immediately=true
12311 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12312 user_main_a DEBUG runtime syncEmulator immediately=true
12312 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12312 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12312 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12312 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12313 user_main_a DEBUG runtime syncEmulator immediately=true
12313 GUI DEBUG ge clear mode end
12313 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12313 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12313 GUI DEBUG ge tflush (deferring to prim)
12313 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12314 user_main_a DEBUG runtime syncEmulator immediately=true
12314 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12314 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12314 GUI DEBUG ge tflush (deferring to prim)
12314 GUI DEBUG ge sceGuTexFunc mode 000004
12315 user_main_a DEBUG runtime syncEmulator immediately=true
12315 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12315 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12315 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12315 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12316 user_main_a DEBUG runtime syncEmulator immediately=true
12316 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12316 GUI DEBUG ge material ambient a=1,0 (FF)
12316 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12316 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12316 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12317 user_main_a DEBUG runtime syncEmulator immediately=true
12317 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12317 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12317 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12317 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12318 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12318 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12318 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12318 user_main_a DEBUG runtime syncEmulator immediately=true
12318 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12318 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12319 GUI DEBUG ge glLoadMatrixf -0,0 0,4 0,9 0,0
12319 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12319 GUI DEBUG ge glLoadMatrixf -0,3 -0,9 0,4 0,0
12319 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12319 GUI DEBUG ge glLoadMatrixf 0,9 -0,3 0,2 0,0
12320 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12320 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12320 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12320 GUI DEBUG ge vaddr 0880a890
12320 GUI DEBUG ge prim triangle 12x
12321 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12327 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12321 user_main_a DEBUG runtime syncEmulator immediately=true
12328 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12328 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12328 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12328 GUI DEBUG ge finish (0)
12328 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xB, behavior=1, signalId=0x0
12328 GUI DEBUG ge end pc=0x880d9a4
12328 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xb, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12329 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xb, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12329 user_main_a DEBUG runtime syncEmulator immediately=true
12329 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12329 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12329 user_main_a DEBUG runtime Start of Callback 0x08806468
12329 user_main_a DEBUG runtime End of Callback 0x08806468
12329 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xb, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12329 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12330 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xb, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12330 user_main_a DEBUG runtime Ending Idle State
12330 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12330 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12330 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12330 idle0_4 DEBUG runtime Scheduled, restarting...
12330 user_main_a DEBUG runtime Waiting to be scheduled...
12330 idle0_4 DEBUG runtime syncEmulator immediately=false
12330 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12330 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12331 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12331 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12331 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12331 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12332 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12332 idle0_4 DEBUG runtime Waiting to be scheduled...
12332 user_main_a DEBUG runtime Scheduled, restarting...
12332 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12332 user_main_a DEBUG runtime syncEmulator immediately=false
12332 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12332 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12332 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12333 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12332 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12333 user_main_a DEBUG runtime Starting Idle State...
12333 user_main_a DEBUG runtime syncEmulator immediately=true
12334 user_main_a DEBUG runtime syncEmulator immediately=true
12334 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12334 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12335 user_main_a DEBUG runtime syncEmulator immediately=true
12335 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12336 user_main_a DEBUG runtime syncEmulator immediately=true
12336 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12336 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12336 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12336 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12336 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12336 user_main_a DEBUG runtime Switching to Thread idle0
12337 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12337 user_main_a DEBUG runtime Switching to Thread user_main
12337 user_main_a DEBUG runtime Ending Idle State
12337 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12337 user_main_a DEBUG runtime syncEmulator immediately=false
12337 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12337 user_main_a DEBUG runtime syncEmulator immediately=false
12337 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12338 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12338 user_main_a DEBUG runtime syncEmulator immediately=false
12338 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12338 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xC
12338 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12338 user_main_a DEBUG runtime syncEmulator immediately=false
12338 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D888)
12339 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D89C)
12339 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12339 GUI DEBUG ge executeList PspGeList[id=0xc, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12339 GUI DEBUG ge fbp fbp=4000000, fbw=512
12339 GUI DEBUG ge fbw fbp=0, fbw=512
12339 GUI DEBUG ge base 08000000
12339 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12339 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12339 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D99C)
12340 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12340 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xC, stall=0x0880D9A4)
12340 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12340 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xc, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12340 GUI DEBUG ge clear mode : 5
12340 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12340 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12341 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12340 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle0(Status PSP_THREAD_READY, Wait None)' after reschedule
12341 GUI DEBUG ge vaddr 0880d870
12341 user_main_a DEBUG runtime Switching from Thread user_main to idle0
12341 GUI DEBUG ge Texture.hashCode: 8192 bytes
12341 user_main_a DEBUG runtime Starting Idle State...
12341 GUI DEBUG ge tflush Reusing cached texture 4
12341 user_main_a DEBUG runtime syncEmulator immediately=true
12342 GUI DEBUG ge prim sprites 1x
12342 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12342 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12342 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12342 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12342 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12342 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12343 user_main_a DEBUG runtime syncEmulator immediately=true
12343 GUI DEBUG ge clear mode end
12343 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12343 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12343 GUI DEBUG ge tflush (deferring to prim)
12343 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12343 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12343 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12343 GUI DEBUG ge tflush (deferring to prim)
12343 GUI DEBUG ge sceGuTexFunc mode 000004
12344 user_main_a DEBUG runtime syncEmulator immediately=true
12344 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12344 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12344 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12344 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12344 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12344 GUI DEBUG ge material ambient a=1,0 (FF)
12344 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12345 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12345 user_main_a DEBUG runtime syncEmulator immediately=true
12345 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12345 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12345 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12345 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12345 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12345 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12345 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12346 user_main_a DEBUG runtime syncEmulator immediately=true
12346 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12346 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12346 GUI DEBUG ge glLoadMatrixf -0,0 0,4 0,9 0,0
12346 GUI DEBUG ge glLoadMatrixf -0,3 -0,9 0,4 0,0
12346 GUI DEBUG ge glLoadMatrixf 1,0 -0,3 0,2 0,0
12346 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12346 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12347 user_main_a DEBUG runtime syncEmulator immediately=true
12347 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12347 GUI DEBUG ge vaddr 0880a890
12347 GUI DEBUG ge prim triangle 12x
12347 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12347 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12347 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12347 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12347 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12348 user_main_a DEBUG runtime syncEmulator immediately=true
12348 GUI DEBUG ge finish (0)
12348 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xC, behavior=1, signalId=0x0
12348 GUI DEBUG ge end pc=0x880d9a4
12348 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xc, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12348 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xc, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12349 user_main_a DEBUG runtime syncEmulator immediately=true
12349 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12349 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12349 user_main_a DEBUG runtime Start of Callback 0x08806468
12349 user_main_a DEBUG runtime End of Callback 0x08806468
12349 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xc, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12349 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12350 user_main_a DEBUG runtime Ending Idle State
12350 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle0_4
12350 user_main_a DEBUG runtime Waiting to be scheduled...
12350 idle0_4 DEBUG runtime Scheduled, restarting...
12350 idle0_4 DEBUG runtime syncEmulator immediately=false
12350 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xc, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12350 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=idle0_4
12350 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12350 idle0_4 DEBUG runtime syncEmulator immediately=false
12351 idle0_4 DEBUG hle.sceGe_user really waking thread a(user_main)
12350 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12351 idle0_4 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12351 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12351 idle0_4 DEBUG hle.ThreadManForUser hleKernelDelayThread micros=200, callbacks=false
12351 idle0_4 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12351 idle0_4 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12352 idle0_4 DEBUG runtime Switching from Thread idle0 to user_main
12352 idle0_4 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12352 idle0_4 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12352 idle0_4 DEBUG hle.ThreadManForUser End of Interrupt
12352 idle0_4 DEBUG runtime syncThread currentThread=idle0_4, currentRuntimeThread=user_main_a
12352 idle0_4 DEBUG runtime Waiting to be scheduled...
12352 user_main_a DEBUG runtime Scheduled, restarting...
12352 user_main_a DEBUG runtime syncEmulator immediately=false
12353 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12353 user_main_a DEBUG runtime syncEmulator immediately=false
12353 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12353 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12353 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12353 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12353 user_main_a DEBUG runtime Starting Idle State...
12353 user_main_a DEBUG runtime syncEmulator immediately=true
12355 user_main_a DEBUG runtime syncEmulator immediately=true
12356 user_main_a DEBUG runtime syncEmulator immediately=true
12357 user_main_a DEBUG runtime syncEmulator immediately=true
12358 user_main_a DEBUG runtime syncEmulator immediately=true
12359 user_main_a DEBUG runtime syncEmulator immediately=true
12360 user_main_a DEBUG runtime syncEmulator immediately=true
12361 user_main_a DEBUG runtime syncEmulator immediately=true
12362 user_main_a DEBUG runtime syncEmulator immediately=true
12363 user_main_a DEBUG runtime syncEmulator immediately=true
12364 user_main_a DEBUG runtime syncEmulator immediately=true
12365 user_main_a DEBUG runtime syncEmulator immediately=true
12366 user_main_a DEBUG runtime syncEmulator immediately=true
12366 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12367 user_main_a DEBUG runtime syncEmulator immediately=true
12367 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12368 user_main_a DEBUG runtime syncEmulator immediately=true
12369 user_main_a DEBUG runtime syncEmulator immediately=true
12369 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12369 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12369 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12369 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12369 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12369 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12369 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12370 user_main_a DEBUG runtime Switching to Thread idle1
12370 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12370 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12370 user_main_a DEBUG runtime Switching to Thread user_main
12370 user_main_a DEBUG runtime Ending Idle State
12370 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12371 user_main_a DEBUG runtime syncEmulator immediately=false
12371 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12371 user_main_a DEBUG runtime syncEmulator immediately=false
12371 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12371 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12371 user_main_a DEBUG runtime syncEmulator immediately=false
12372 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12372 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xD
12372 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12372 user_main_a DEBUG runtime syncEmulator immediately=false
12372 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D888)
12372 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D89C)
12372 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12373 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D99C)
12373 GUI DEBUG ge executeList PspGeList[id=0xd, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12373 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xD, stall=0x0880D9A4)
12373 GUI DEBUG ge fbp fbp=4088000, fbw=512
12373 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12373 GUI DEBUG ge fbw fbp=88000, fbw=512
12373 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xd, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12373 GUI DEBUG ge base 08000000
12373 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12374 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12374 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12374 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12374 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12374 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12374 user_main_a DEBUG runtime Starting Idle State...
12374 user_main_a DEBUG runtime syncEmulator immediately=true
12375 GUI DEBUG ge clear mode : 5
12375 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12375 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12375 GUI DEBUG ge vaddr 0880d870
12375 GUI DEBUG ge Texture.hashCode: 8192 bytes
12375 GUI DEBUG ge tflush Reusing cached texture 4
12375 GUI DEBUG ge prim sprites 1x
12376 user_main_a DEBUG runtime syncEmulator immediately=true
12376 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12376 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12376 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12376 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12376 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12376 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12377 user_main_a DEBUG runtime syncEmulator immediately=true
12377 GUI DEBUG ge clear mode end
12377 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12377 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12377 GUI DEBUG ge tflush (deferring to prim)
12377 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12377 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12377 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12377 GUI DEBUG ge tflush (deferring to prim)
12378 user_main_a DEBUG runtime syncEmulator immediately=true
12378 GUI DEBUG ge sceGuTexFunc mode 000004
12378 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12378 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12378 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12378 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12378 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12378 GUI DEBUG ge material ambient a=1,0 (FF)
12378 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12379 user_main_a DEBUG runtime syncEmulator immediately=true
12379 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12379 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12379 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12379 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12379 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12379 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12379 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12380 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12380 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12380 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12380 GUI DEBUG ge glLoadMatrixf -0,0 0,4 0,9 0,0
12380 GUI DEBUG ge glLoadMatrixf -0,3 -0,9 0,3 0,0
12380 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12380 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12380 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12381 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12381 GUI DEBUG ge vaddr 0880a890
12381 GUI DEBUG ge prim triangle 12x
12381 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12381 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12382 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12382 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12383 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12383 GUI DEBUG ge finish (0)
12383 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xD, behavior=1, signalId=0x0
12383 GUI DEBUG ge end pc=0x880d9a4
12383 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xd, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12383 user_main_a DEBUG runtime syncEmulator immediately=true
12383 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xd, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12384 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12384 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12384 user_main_a DEBUG runtime Start of Callback 0x08806468
12384 user_main_a DEBUG runtime End of Callback 0x08806468
12384 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xd, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12384 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12384 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xd, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12385 user_main_a DEBUG runtime Ending Idle State
12385 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12385 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12385 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12385 idle1_6 DEBUG runtime Scheduled, restarting...
12385 user_main_a DEBUG runtime Waiting to be scheduled...
12385 idle1_6 DEBUG runtime syncEmulator immediately=false
12385 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12386 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12386 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12386 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12386 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12386 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
12386 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12387 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12387 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12387 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12387 idle1_6 DEBUG runtime Waiting to be scheduled...
12387 user_main_a DEBUG runtime Scheduled, restarting...
12387 user_main_a DEBUG runtime syncEmulator immediately=false
12387 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12388 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12388 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12388 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12388 user_main_a DEBUG runtime Starting Idle State...
12388 user_main_a DEBUG runtime syncEmulator immediately=true
12389 user_main_a DEBUG runtime syncEmulator immediately=true
12390 user_main_a DEBUG runtime syncEmulator immediately=true
12391 user_main_a DEBUG runtime syncEmulator immediately=true
12392 user_main_a DEBUG runtime syncEmulator immediately=true
12393 user_main_a DEBUG runtime syncEmulator immediately=true
12394 user_main_a DEBUG runtime syncEmulator immediately=true
12395 user_main_a DEBUG runtime syncEmulator immediately=true
12396 user_main_a DEBUG runtime syncEmulator immediately=true
12397 user_main_a DEBUG runtime syncEmulator immediately=true
12398 user_main_a DEBUG runtime syncEmulator immediately=true
12399 user_main_a DEBUG runtime syncEmulator immediately=true
12399 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12400 user_main_a DEBUG runtime syncEmulator immediately=true
12400 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12401 user_main_a DEBUG runtime syncEmulator immediately=true
12402 user_main_a DEBUG runtime syncEmulator immediately=true
12402 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12402 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12402 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12402 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12402 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12402 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12402 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12403 user_main_a DEBUG runtime Switching to Thread idle1
12403 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12403 user_main_a DEBUG runtime Switching to Thread user_main
12403 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12404 user_main_a DEBUG runtime Ending Idle State
12404 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12404 user_main_a DEBUG runtime syncEmulator immediately=false
12404 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12404 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12404 user_main_a DEBUG runtime syncEmulator immediately=false
12405 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12405 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xE
12405 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12405 user_main_a DEBUG runtime syncEmulator immediately=false
12405 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D888)
12405 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D89C)
12405 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12406 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D99C)
12406 GUI DEBUG ge executeList PspGeList[id=0xe, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12406 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xE, stall=0x0880D9A4)
12406 GUI DEBUG ge fbp fbp=4000000, fbw=512
12406 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12406 GUI DEBUG ge fbw fbp=0, fbw=512
12406 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xe, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12406 GUI DEBUG ge base 08000000
12407 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12407 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12407 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12407 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12407 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12407 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12407 user_main_a DEBUG runtime Starting Idle State...
12408 user_main_a DEBUG runtime syncEmulator immediately=true
12408 GUI DEBUG ge clear mode : 5
12408 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12408 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12408 GUI DEBUG ge vaddr 0880d870
12408 GUI DEBUG ge Texture.hashCode: 8192 bytes
12408 GUI DEBUG ge tflush Reusing cached texture 4
12408 GUI DEBUG ge prim sprites 1x
12409 user_main_a DEBUG runtime syncEmulator immediately=true
12409 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12409 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12409 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12409 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12409 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12409 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12410 user_main_a DEBUG runtime syncEmulator immediately=true
12410 GUI DEBUG ge clear mode end
12410 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12410 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12410 GUI DEBUG ge tflush (deferring to prim)
12410 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12410 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12410 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12410 GUI DEBUG ge tflush (deferring to prim)
12411 GUI DEBUG ge sceGuTexFunc mode 000004
12411 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12411 user_main_a DEBUG runtime syncEmulator immediately=true
12411 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12411 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12411 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12411 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12412 GUI DEBUG ge material ambient a=1,0 (FF)
12412 user_main_a DEBUG runtime syncEmulator immediately=true
12412 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12412 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12412 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12412 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12412 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12412 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12413 user_main_a DEBUG runtime syncEmulator immediately=true
12413 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12413 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12413 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12413 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12413 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12413 GUI DEBUG ge glLoadMatrixf -0,0 0,3 0,9 0,0
12414 GUI DEBUG ge glLoadMatrixf -0,3 -0,9 0,3 0,0
12414 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12414 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12414 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12414 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12414 user_main_a DEBUG runtime syncEmulator immediately=true
12414 GUI DEBUG ge vaddr 0880a890
12414 GUI DEBUG ge prim triangle 12x
12415 user_main_a DEBUG runtime syncEmulator immediately=true
12415 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12415 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12415 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12415 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12415 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12415 GUI DEBUG ge finish (0)
12416 user_main_a DEBUG runtime syncEmulator immediately=true
12416 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xE, behavior=1, signalId=0x0
12416 GUI DEBUG ge end pc=0x880d9a4
12416 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xe, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12416 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xe, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12417 user_main_a DEBUG runtime syncEmulator immediately=true
12417 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12417 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12417 user_main_a DEBUG runtime Start of Callback 0x08806468
12417 user_main_a DEBUG runtime End of Callback 0x08806468
12417 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xe, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12417 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12417 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xe, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12418 user_main_a DEBUG runtime Ending Idle State
12418 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12418 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12418 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12418 idle1_6 DEBUG runtime Scheduled, restarting...
12418 user_main_a DEBUG runtime Waiting to be scheduled...
12418 idle1_6 DEBUG runtime syncEmulator immediately=false
12418 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12419 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12419 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12419 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12419 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12419 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
12420 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12420 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12420 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12420 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12420 idle1_6 DEBUG runtime Waiting to be scheduled...
12420 user_main_a DEBUG runtime Scheduled, restarting...
12420 user_main_a DEBUG runtime syncEmulator immediately=false
12421 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12421 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12421 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12421 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12421 user_main_a DEBUG runtime Starting Idle State...
12421 user_main_a DEBUG runtime syncEmulator immediately=true
12422 user_main_a DEBUG runtime syncEmulator immediately=true
12423 user_main_a DEBUG runtime syncEmulator immediately=true
12424 user_main_a DEBUG runtime syncEmulator immediately=true
12425 user_main_a DEBUG runtime syncEmulator immediately=true
12426 user_main_a DEBUG runtime syncEmulator immediately=true
12427 user_main_a DEBUG runtime syncEmulator immediately=true
12428 user_main_a DEBUG runtime syncEmulator immediately=true
12429 user_main_a DEBUG runtime syncEmulator immediately=true
12430 user_main_a DEBUG runtime syncEmulator immediately=true
12431 user_main_a DEBUG runtime syncEmulator immediately=true
12432 user_main_a DEBUG runtime syncEmulator immediately=true
12433 user_main_a DEBUG runtime syncEmulator immediately=true
12433 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12433 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12434 user_main_a DEBUG runtime syncEmulator immediately=true
12435 user_main_a DEBUG runtime syncEmulator immediately=true
12435 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12435 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12436 user_main_a DEBUG runtime syncEmulator immediately=true
12436 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12436 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12436 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12436 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12436 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12437 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12437 user_main_a DEBUG runtime Switching to Thread idle1
12437 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12437 user_main_a DEBUG runtime Switching to Thread user_main
12437 user_main_a DEBUG runtime Ending Idle State
12437 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12437 user_main_a DEBUG runtime syncEmulator immediately=false
12438 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12438 user_main_a DEBUG runtime syncEmulator immediately=false
12438 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12438 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12438 user_main_a DEBUG runtime syncEmulator immediately=false
12438 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12438 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xF
12439 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12439 user_main_a DEBUG runtime syncEmulator immediately=false
12439 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D888)
12439 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12439 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D89C)
12439 GUI DEBUG ge executeList PspGeList[id=0xf, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12439 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D99C)
12440 GUI DEBUG ge fbp fbp=4088000, fbw=512
12440 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xF, stall=0x0880D9A4)
12440 GUI DEBUG ge fbw fbp=88000, fbw=512
12440 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12440 GUI DEBUG ge base 08000000
12440 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xf, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12440 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12441 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12441 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12440 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12441 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12441 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12441 user_main_a DEBUG runtime Starting Idle State...
12441 GUI DEBUG ge clear mode : 5
12441 user_main_a DEBUG runtime syncEmulator immediately=true
12442 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12442 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12442 GUI DEBUG ge vaddr 0880d870
12442 GUI DEBUG ge Texture.hashCode: 8192 bytes
12442 GUI DEBUG ge tflush Reusing cached texture 4
12442 GUI DEBUG ge prim sprites 1x
12443 user_main_a DEBUG runtime syncEmulator immediately=true
12443 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12443 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12443 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12443 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12443 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12443 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12444 user_main_a DEBUG runtime syncEmulator immediately=true
12444 GUI DEBUG ge clear mode end
12444 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12444 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12444 GUI DEBUG ge tflush (deferring to prim)
12444 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12444 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12444 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12445 user_main_a DEBUG runtime syncEmulator immediately=true
12445 GUI DEBUG ge tflush (deferring to prim)
12445 GUI DEBUG ge sceGuTexFunc mode 000004
12445 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12445 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12445 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12445 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12446 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12446 GUI DEBUG ge material ambient a=1,0 (FF)
12446 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12446 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12446 user_main_a DEBUG runtime syncEmulator immediately=true
12446 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12446 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12447 user_main_a DEBUG runtime syncEmulator immediately=true
12447 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12447 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12447 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12447 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12447 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12447 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12447 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12448 user_main_a DEBUG runtime syncEmulator immediately=true
12448 GUI DEBUG ge glLoadMatrixf -0,1 0,3 1,0 0,0
12448 GUI DEBUG ge glLoadMatrixf -0,2 -0,9 0,3 0,0
12448 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12448 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12448 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12448 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12449 GUI DEBUG ge vaddr 0880a890
12449 GUI DEBUG ge prim triangle 12x
12449 user_main_a DEBUG runtime syncEmulator immediately=true
12449 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12449 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12449 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12449 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12450 user_main_a DEBUG runtime syncEmulator immediately=true
12450 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12450 GUI DEBUG ge finish (0)
12450 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xF, behavior=1, signalId=0x0
12450 GUI DEBUG ge end pc=0x880d9a4
12450 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xf, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12451 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xf, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12451 user_main_a DEBUG runtime syncEmulator immediately=true
12451 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12451 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12451 user_main_a DEBUG runtime Start of Callback 0x08806468
12451 user_main_a DEBUG runtime End of Callback 0x08806468
12452 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xf, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12452 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12452 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xf, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12452 user_main_a DEBUG runtime Ending Idle State
12452 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12452 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12452 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12453 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12452 idle1_6 DEBUG runtime Scheduled, restarting...
12453 idle1_6 DEBUG runtime syncEmulator immediately=false
12453 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12453 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12453 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12453 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12454 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
12454 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12454 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12454 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12454 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12454 idle1_6 DEBUG runtime Waiting to be scheduled...
12452 user_main_a DEBUG runtime Waiting to be scheduled...
12455 user_main_a DEBUG runtime Scheduled, restarting...
12455 user_main_a DEBUG runtime syncEmulator immediately=false
12455 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12455 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12455 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12455 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12456 user_main_a DEBUG runtime Starting Idle State...
12456 user_main_a DEBUG runtime syncEmulator immediately=true
12457 user_main_a DEBUG runtime syncEmulator immediately=true
12458 user_main_a DEBUG runtime syncEmulator immediately=true
12459 user_main_a DEBUG runtime syncEmulator immediately=true
12460 user_main_a DEBUG runtime syncEmulator immediately=true
12461 user_main_a DEBUG runtime syncEmulator immediately=true
12462 user_main_a DEBUG runtime syncEmulator immediately=true
12463 user_main_a DEBUG runtime syncEmulator immediately=true
12464 user_main_a DEBUG runtime syncEmulator immediately=true
12465 user_main_a DEBUG runtime syncEmulator immediately=true
12466 user_main_a DEBUG runtime syncEmulator immediately=true
12466 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12467 user_main_a DEBUG runtime syncEmulator immediately=true
12467 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12468 user_main_a DEBUG runtime syncEmulator immediately=true
12469 user_main_a DEBUG runtime syncEmulator immediately=true
12469 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12469 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12469 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12469 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12469 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12469 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12470 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12470 user_main_a DEBUG runtime Switching to Thread idle1
12470 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12470 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12470 user_main_a DEBUG runtime Switching to Thread user_main
12471 user_main_a DEBUG runtime Ending Idle State
12471 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12471 user_main_a DEBUG runtime syncEmulator immediately=false
12472 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12472 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12472 user_main_a DEBUG runtime syncEmulator immediately=false
12472 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12472 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x10
12472 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12473 user_main_a DEBUG runtime syncEmulator immediately=false
12473 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D888)
12473 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12473 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D89C)
12473 GUI DEBUG ge executeList PspGeList[id=0x10, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12473 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D99C)
12473 GUI DEBUG ge fbp fbp=4000000, fbw=512
12473 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x10, stall=0x0880D9A4)
12474 GUI DEBUG ge fbw fbp=0, fbw=512
12474 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12474 GUI DEBUG ge base 08000000
12474 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x10, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12474 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12474 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12474 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12475 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12475 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12475 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12475 user_main_a DEBUG runtime Starting Idle State...
12475 user_main_a DEBUG runtime syncEmulator immediately=true
12476 GUI DEBUG ge clear mode : 5
12476 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12476 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12476 GUI DEBUG ge vaddr 0880d870
12476 GUI DEBUG ge Texture.hashCode: 8192 bytes
12476 GUI DEBUG ge tflush Reusing cached texture 4
12477 user_main_a DEBUG runtime syncEmulator immediately=true
12477 GUI DEBUG ge prim sprites 1x
12477 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12477 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12477 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12477 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12477 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12478 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12478 GUI DEBUG ge clear mode end
12478 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12478 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12478 user_main_a DEBUG runtime syncEmulator immediately=true
12478 GUI DEBUG ge tflush (deferring to prim)
12478 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12479 user_main_a DEBUG runtime syncEmulator immediately=true
12479 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12479 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12479 GUI DEBUG ge tflush (deferring to prim)
12479 GUI DEBUG ge sceGuTexFunc mode 000004
12479 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12479 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12480 user_main_a DEBUG runtime syncEmulator immediately=true
12480 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12480 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12480 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12480 GUI DEBUG ge material ambient a=1,0 (FF)
12480 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12480 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12481 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12481 user_main_a DEBUG runtime syncEmulator immediately=true
12481 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12481 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12481 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12481 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12481 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12482 user_main_a DEBUG runtime syncEmulator immediately=true
12482 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12482 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12482 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12482 GUI DEBUG ge glLoadMatrixf -0,1 0,3 1,0 0,0
12482 GUI DEBUG ge glLoadMatrixf -0,2 -0,9 0,3 0,0
12483 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12483 user_main_a DEBUG runtime syncEmulator immediately=true
12483 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12483 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12483 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12483 GUI DEBUG ge vaddr 0880a890
12483 GUI DEBUG ge prim triangle 12x
12484 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12484 user_main_a DEBUG runtime syncEmulator immediately=true
12484 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12484 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12484 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12484 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12485 user_main_a DEBUG runtime syncEmulator immediately=true
12485 GUI DEBUG ge finish (0)
12485 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x10, behavior=1, signalId=0x0
12485 GUI DEBUG ge end pc=0x880d9a4
12485 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x10, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12485 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x10, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12486 user_main_a DEBUG runtime syncEmulator immediately=true
12486 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12486 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12486 user_main_a DEBUG runtime Start of Callback 0x08806468
12486 user_main_a DEBUG runtime End of Callback 0x08806468
12486 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x10, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12486 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12487 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x10, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12487 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12487 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12487 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12487 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12487 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12487 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12488 user_main_a DEBUG runtime Ending Idle State
12488 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12488 user_main_a DEBUG runtime Waiting to be scheduled...
12488 idle1_6 DEBUG runtime Scheduled, restarting...
12489 idle1_6 DEBUG runtime syncEmulator immediately=false
12489 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12489 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12490 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12490 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12490 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12490 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12490 idle1_6 DEBUG runtime Waiting to be scheduled...
12490 user_main_a DEBUG runtime Scheduled, restarting...
12490 user_main_a DEBUG runtime syncEmulator immediately=false
12491 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12491 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12491 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12491 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12491 user_main_a DEBUG runtime Starting Idle State...
12491 user_main_a DEBUG runtime syncEmulator immediately=true
12493 user_main_a DEBUG runtime syncEmulator immediately=true
12494 user_main_a DEBUG runtime syncEmulator immediately=true
12495 user_main_a DEBUG runtime syncEmulator immediately=true
12496 user_main_a DEBUG runtime syncEmulator immediately=true
12497 user_main_a DEBUG runtime syncEmulator immediately=true
12498 user_main_a DEBUG runtime syncEmulator immediately=true
12499 user_main_a DEBUG runtime syncEmulator immediately=true
12500 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12500 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12501 user_main_a DEBUG runtime syncEmulator immediately=true
12502 user_main_a DEBUG runtime syncEmulator immediately=true
12502 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12502 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12502 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12502 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12502 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12502 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12503 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12503 user_main_a DEBUG runtime Switching to Thread idle1
12503 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12503 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12503 user_main_a DEBUG runtime Switching to Thread user_main
12504 user_main_a DEBUG runtime Ending Idle State
12504 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12504 user_main_a DEBUG runtime syncEmulator immediately=false
12504 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12504 user_main_a DEBUG runtime syncEmulator immediately=false
12505 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12505 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12505 user_main_a DEBUG runtime syncEmulator immediately=false
12505 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12505 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x11
12505 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12506 user_main_a DEBUG runtime syncEmulator immediately=false
12506 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D888)
12506 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12506 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D89C)
12506 GUI DEBUG ge executeList PspGeList[id=0x11, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12506 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D99C)
12506 GUI DEBUG ge fbp fbp=4088000, fbw=512
12507 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x11, stall=0x0880D9A4)
12507 GUI DEBUG ge fbw fbp=88000, fbw=512
12507 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12507 GUI DEBUG ge base 08000000
12507 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x11, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12507 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12507 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12508 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12508 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12508 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12508 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12508 user_main_a DEBUG runtime Starting Idle State...
12508 user_main_a DEBUG runtime syncEmulator immediately=true
12509 GUI DEBUG ge clear mode : 5
12509 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12509 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12509 GUI DEBUG ge vaddr 0880d870
12509 GUI DEBUG ge Texture.hashCode: 8192 bytes
12510 GUI DEBUG ge tflush Reusing cached texture 4
12510 GUI DEBUG ge prim sprites 1x
12510 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12510 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12510 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12510 user_main_a DEBUG runtime syncEmulator immediately=true
12510 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12511 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12511 user_main_a DEBUG runtime syncEmulator immediately=true
12511 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12511 GUI DEBUG ge clear mode end
12511 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12511 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12512 user_main_a DEBUG runtime syncEmulator immediately=true
12512 GUI DEBUG ge tflush (deferring to prim)
12512 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12512 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12512 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12512 GUI DEBUG ge tflush (deferring to prim)
12512 GUI DEBUG ge sceGuTexFunc mode 000004
12513 user_main_a DEBUG runtime syncEmulator immediately=true
12513 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12513 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12513 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12513 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12513 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12513 GUI DEBUG ge material ambient a=1,0 (FF)
12514 user_main_a DEBUG runtime syncEmulator immediately=true
12514 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12514 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12514 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12514 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12514 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12515 user_main_a DEBUG runtime syncEmulator immediately=true
12515 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12515 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12515 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12515 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12515 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12515 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12516 user_main_a DEBUG runtime syncEmulator immediately=true
12516 GUI DEBUG ge glLoadMatrixf -0,1 0,2 1,0 0,0
12516 GUI DEBUG ge glLoadMatrixf -0,2 -1,0 0,2 0,0
12516 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12516 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12516 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12517 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12517 user_main_a DEBUG runtime syncEmulator immediately=true
12517 GUI DEBUG ge vaddr 0880a890
12517 GUI DEBUG ge prim triangle 12x
12517 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12517 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12517 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12518 user_main_a DEBUG runtime syncEmulator immediately=true
12518 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12518 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12518 GUI DEBUG ge finish (0)
12518 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x11, behavior=1, signalId=0x0
12518 GUI DEBUG ge end pc=0x880d9a4
12519 user_main_a DEBUG runtime syncEmulator immediately=true
12519 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x11, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12519 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12519 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x11, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12519 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12519 user_main_a DEBUG runtime Start of Callback 0x08806468
12519 user_main_a DEBUG runtime End of Callback 0x08806468
12520 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x11, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12520 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12520 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x11, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12520 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12520 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12520 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12520 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12521 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12521 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12521 user_main_a DEBUG runtime Ending Idle State
12521 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12522 user_main_a DEBUG runtime Waiting to be scheduled...
12522 idle1_6 DEBUG runtime Scheduled, restarting...
12522 idle1_6 DEBUG runtime syncEmulator immediately=false
12522 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12522 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12522 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12523 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12523 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12523 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12523 idle1_6 DEBUG runtime Waiting to be scheduled...
12523 user_main_a DEBUG runtime Scheduled, restarting...
12523 user_main_a DEBUG runtime syncEmulator immediately=false
12524 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12524 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12524 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12524 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12524 user_main_a DEBUG runtime Starting Idle State...
12524 user_main_a DEBUG runtime syncEmulator immediately=true
12526 user_main_a DEBUG runtime syncEmulator immediately=true
12527 user_main_a DEBUG runtime syncEmulator immediately=true
12528 user_main_a DEBUG runtime syncEmulator immediately=true
12529 user_main_a DEBUG runtime syncEmulator immediately=true
12530 user_main_a DEBUG runtime syncEmulator immediately=true
12531 user_main_a DEBUG runtime syncEmulator immediately=true
12532 user_main_a DEBUG runtime syncEmulator immediately=true
12533 user_main_a DEBUG runtime syncEmulator immediately=true
12533 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12533 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12534 user_main_a DEBUG runtime syncEmulator immediately=true
12535 user_main_a DEBUG runtime syncEmulator immediately=true
12535 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12535 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12536 user_main_a DEBUG runtime syncEmulator immediately=true
12536 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12536 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12536 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12536 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12536 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12537 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12537 user_main_a DEBUG runtime Switching to Thread idle1
12537 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12537 user_main_a DEBUG runtime Switching to Thread user_main
12537 user_main_a DEBUG runtime Ending Idle State
12537 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12538 user_main_a DEBUG runtime syncEmulator immediately=false
12538 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12538 user_main_a DEBUG runtime syncEmulator immediately=false
12538 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12538 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12539 user_main_a DEBUG runtime syncEmulator immediately=false
12539 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12539 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x12
12539 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12539 user_main_a DEBUG runtime syncEmulator immediately=false
12539 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D888)
12540 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12540 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D89C)
12540 GUI DEBUG ge executeList PspGeList[id=0x12, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12540 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D99C)
12540 GUI DEBUG ge fbp fbp=4000000, fbw=512
12540 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x12, stall=0x0880D9A4)
12541 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12541 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x12, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12540 GUI DEBUG ge fbw fbp=0, fbw=512
12541 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12541 GUI DEBUG ge base 08000000
12541 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12542 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12542 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12541 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12542 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12542 GUI DEBUG ge clear mode : 5
12542 user_main_a DEBUG runtime Starting Idle State...
12543 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12543 user_main_a DEBUG runtime syncEmulator immediately=true
12543 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12543 GUI DEBUG ge vaddr 0880d870
12543 GUI DEBUG ge Texture.hashCode: 8192 bytes
12544 user_main_a DEBUG runtime syncEmulator immediately=true
12544 GUI DEBUG ge tflush Reusing cached texture 4
12544 GUI DEBUG ge prim sprites 1x
12544 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12544 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12544 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12544 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12545 user_main_a DEBUG runtime syncEmulator immediately=true
12545 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12545 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12545 GUI DEBUG ge clear mode end
12545 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12545 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12546 user_main_a DEBUG runtime syncEmulator immediately=true
12546 GUI DEBUG ge tflush (deferring to prim)
12546 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12546 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12546 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12546 GUI DEBUG ge tflush (deferring to prim)
12546 GUI DEBUG ge sceGuTexFunc mode 000004
12547 user_main_a DEBUG runtime syncEmulator immediately=true
12547 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12547 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12547 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12547 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12547 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12548 user_main_a DEBUG runtime syncEmulator immediately=true
12548 GUI DEBUG ge material ambient a=1,0 (FF)
12548 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12548 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12548 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12548 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12549 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12549 user_main_a DEBUG runtime syncEmulator immediately=true
12549 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12549 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12549 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12549 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12550 user_main_a DEBUG runtime syncEmulator immediately=true
12550 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12550 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12550 GUI DEBUG ge glLoadMatrixf -0,1 0,2 1,0 0,0
12550 GUI DEBUG ge glLoadMatrixf -0,2 -1,0 0,2 0,0
12550 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12550 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12551 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12551 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12551 user_main_a DEBUG runtime syncEmulator immediately=true
12551 GUI DEBUG ge vaddr 0880a890
12551 GUI DEBUG ge prim triangle 12x
12552 user_main_a DEBUG runtime syncEmulator immediately=true
12552 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12552 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12552 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12552 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12552 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12553 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12553 user_main_a DEBUG runtime syncEmulator immediately=true
12553 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12553 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12553 GUI DEBUG ge finish (0)
12553 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x12, behavior=1, signalId=0x0
12554 user_main_a DEBUG runtime syncEmulator immediately=true
12554 GUI DEBUG ge end pc=0x880d9a4
12554 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12554 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x12, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12554 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12554 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x12, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12554 user_main_a DEBUG runtime Start of Callback 0x08806468
12555 user_main_a DEBUG runtime End of Callback 0x08806468
12555 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x12, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12555 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12555 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x12, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12555 user_main_a DEBUG runtime Ending Idle State
12556 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12556 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12556 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12556 idle1_6 DEBUG runtime Scheduled, restarting...
12556 user_main_a DEBUG runtime Waiting to be scheduled...
12556 idle1_6 DEBUG runtime syncEmulator immediately=false
12556 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12557 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12557 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12557 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12557 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12558 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12558 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12558 idle1_6 DEBUG runtime Waiting to be scheduled...
12558 user_main_a DEBUG runtime Scheduled, restarting...
12558 user_main_a DEBUG runtime syncEmulator immediately=false
12558 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12559 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12559 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12559 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12559 user_main_a DEBUG runtime Starting Idle State...
12559 user_main_a DEBUG runtime syncEmulator immediately=true
12560 user_main_a DEBUG runtime syncEmulator immediately=true
12561 user_main_a DEBUG runtime syncEmulator immediately=true
12562 user_main_a DEBUG runtime syncEmulator immediately=true
12563 user_main_a DEBUG runtime syncEmulator immediately=true
12564 user_main_a DEBUG runtime syncEmulator immediately=true
12565 user_main_a DEBUG runtime syncEmulator immediately=true
12566 user_main_a DEBUG runtime syncEmulator immediately=true
12566 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12567 user_main_a DEBUG runtime syncEmulator immediately=true
12567 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12568 user_main_a DEBUG runtime syncEmulator immediately=true
12569 user_main_a DEBUG runtime syncEmulator immediately=true
12569 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12569 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12569 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12569 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12569 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12570 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12570 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12570 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12570 user_main_a DEBUG runtime Switching to Thread idle1
12570 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12570 user_main_a DEBUG runtime Switching to Thread user_main
12571 user_main_a DEBUG runtime Ending Idle State
12571 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12571 user_main_a DEBUG runtime syncEmulator immediately=false
12571 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12571 user_main_a DEBUG runtime syncEmulator immediately=false
12572 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12572 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12572 user_main_a DEBUG runtime syncEmulator immediately=false
12572 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12572 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x13
12573 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12573 user_main_a DEBUG runtime syncEmulator immediately=false
12573 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D888)
12573 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12573 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D89C)
12574 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D99C)
12574 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x13, stall=0x0880D9A4)
12574 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12573 GUI DEBUG ge executeList PspGeList[id=0x13, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12574 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x13, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12574 GUI DEBUG ge fbp fbp=4088000, fbw=512
12574 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12575 GUI DEBUG ge fbw fbp=88000, fbw=512
12575 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12575 GUI DEBUG ge base 08000000
12575 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12575 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12575 user_main_a DEBUG runtime Starting Idle State...
12576 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12576 user_main_a DEBUG runtime syncEmulator immediately=true
12576 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12577 user_main_a DEBUG runtime syncEmulator immediately=true
12577 GUI DEBUG ge clear mode : 5
12577 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12577 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12577 GUI DEBUG ge vaddr 0880d870
12577 GUI DEBUG ge Texture.hashCode: 8192 bytes
12578 user_main_a DEBUG runtime syncEmulator immediately=true
12578 GUI DEBUG ge tflush Reusing cached texture 4
12578 GUI DEBUG ge prim sprites 1x
12578 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12578 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12578 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12579 user_main_a DEBUG runtime syncEmulator immediately=true
12579 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12579 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12579 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12579 GUI DEBUG ge clear mode end
12579 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12580 user_main_a DEBUG runtime syncEmulator immediately=true
12580 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12580 GUI DEBUG ge tflush (deferring to prim)
12580 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12580 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12580 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12580 GUI DEBUG ge tflush (deferring to prim)
12581 GUI DEBUG ge sceGuTexFunc mode 000004
12581 user_main_a DEBUG runtime syncEmulator immediately=true
12581 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12581 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12581 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12581 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12582 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12582 user_main_a DEBUG runtime syncEmulator immediately=true
12582 GUI DEBUG ge material ambient a=1,0 (FF)
12582 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12583 user_main_a DEBUG runtime syncEmulator immediately=true
12583 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12583 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12583 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12583 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12583 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12584 user_main_a DEBUG runtime syncEmulator immediately=true
12584 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12584 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12584 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12584 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12584 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12585 GUI DEBUG ge glLoadMatrixf -0,1 0,2 1,0 0,0
12585 GUI DEBUG ge glLoadMatrixf -0,2 -1,0 0,2 0,0
12585 user_main_a DEBUG runtime syncEmulator immediately=true
12585 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12585 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12585 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12585 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12586 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12586 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12586 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12586 GUI DEBUG ge vaddr 0880a890
12586 GUI DEBUG ge prim triangle 12x
12587 user_main_a DEBUG runtime syncEmulator immediately=true
12587 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12587 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12587 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12587 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12587 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12588 user_main_a DEBUG runtime syncEmulator immediately=true
12588 GUI DEBUG ge finish (0)
12588 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x13, behavior=1, signalId=0x0
12588 GUI DEBUG ge end pc=0x880d9a4
12588 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x13, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12588 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x13, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12589 user_main_a DEBUG runtime syncEmulator immediately=true
12589 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12589 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12589 user_main_a DEBUG runtime Start of Callback 0x08806468
12589 user_main_a DEBUG runtime End of Callback 0x08806468
12589 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x13, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12590 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12590 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x13, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12590 user_main_a DEBUG runtime Ending Idle State
12590 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12590 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12590 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12591 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12590 idle1_6 DEBUG runtime Scheduled, restarting...
12591 idle1_6 DEBUG runtime syncEmulator immediately=false
12590 user_main_a DEBUG runtime Waiting to be scheduled...
12591 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12592 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12592 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12592 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12592 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12592 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12593 idle1_6 DEBUG runtime Waiting to be scheduled...
12593 user_main_a DEBUG runtime Scheduled, restarting...
12593 user_main_a DEBUG runtime syncEmulator immediately=false
12593 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12593 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12593 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12594 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12594 user_main_a DEBUG runtime Starting Idle State...
12594 user_main_a DEBUG runtime syncEmulator immediately=true
12595 user_main_a DEBUG runtime syncEmulator immediately=true
12596 user_main_a DEBUG runtime syncEmulator immediately=true
12597 user_main_a DEBUG runtime syncEmulator immediately=true
12598 user_main_a DEBUG runtime syncEmulator immediately=true
12599 user_main_a DEBUG runtime syncEmulator immediately=true
12599 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12600 user_main_a DEBUG runtime syncEmulator immediately=true
12600 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12601 user_main_a DEBUG runtime syncEmulator immediately=true
12602 user_main_a DEBUG runtime syncEmulator immediately=true
12602 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12602 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12602 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12602 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12603 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12603 user_main_a DEBUG runtime Switching to Thread idle1
12603 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12603 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12603 user_main_a DEBUG runtime Switching to Thread user_main
12603 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12603 user_main_a DEBUG runtime Ending Idle State
12604 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12604 user_main_a DEBUG runtime syncEmulator immediately=false
12604 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12604 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12604 user_main_a DEBUG runtime syncEmulator immediately=false
12605 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12605 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12605 user_main_a DEBUG runtime syncEmulator immediately=false
12605 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12605 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x14
12606 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12606 user_main_a DEBUG runtime syncEmulator immediately=false
12606 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D888)
12606 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D89C)
12607 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D99C)
12607 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x14, stall=0x0880D9A4)
12607 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12607 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12607 GUI DEBUG ge executeList PspGeList[id=0x14, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12607 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x14, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12607 GUI DEBUG ge fbp fbp=4000000, fbw=512
12608 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12608 GUI DEBUG ge fbw fbp=0, fbw=512
12608 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12608 GUI DEBUG ge base 08000000
12608 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12608 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12609 user_main_a DEBUG runtime Starting Idle State...
12609 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12609 user_main_a DEBUG runtime syncEmulator immediately=true
12609 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12610 user_main_a DEBUG runtime syncEmulator immediately=true
12610 GUI DEBUG ge clear mode : 5
12610 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12610 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12610 GUI DEBUG ge vaddr 0880d870
12611 GUI DEBUG ge Texture.hashCode: 8192 bytes
12611 GUI DEBUG ge tflush Reusing cached texture 4
12611 user_main_a DEBUG runtime syncEmulator immediately=true
12611 GUI DEBUG ge prim sprites 1x
12611 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12611 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12612 user_main_a DEBUG runtime syncEmulator immediately=true
12612 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12612 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12612 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12612 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12613 user_main_a DEBUG runtime syncEmulator immediately=true
12613 GUI DEBUG ge clear mode end
12613 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12613 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12613 GUI DEBUG ge tflush (deferring to prim)
12613 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12613 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12614 user_main_a DEBUG runtime syncEmulator immediately=true
12614 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12614 GUI DEBUG ge tflush (deferring to prim)
12614 GUI DEBUG ge sceGuTexFunc mode 000004
12614 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12615 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12615 user_main_a DEBUG runtime syncEmulator immediately=true
12615 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12615 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12615 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12615 GUI DEBUG ge material ambient a=1,0 (FF)
12616 user_main_a DEBUG runtime syncEmulator immediately=true
12616 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12616 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12616 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12616 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12616 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12617 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12617 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12617 user_main_a DEBUG runtime syncEmulator immediately=true
12617 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12617 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12617 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12618 user_main_a DEBUG runtime syncEmulator immediately=true
12618 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12618 GUI DEBUG ge glLoadMatrixf -0,1 0,1 1,0 0,0
12618 GUI DEBUG ge glLoadMatrixf -0,2 -1,0 0,1 0,0
12618 GUI DEBUG ge glLoadMatrixf 1,0 -0,2 0,1 0,0
12619 user_main_a DEBUG runtime syncEmulator immediately=true
12619 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12619 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12619 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12619 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12619 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12620 GUI DEBUG ge vaddr 0880a890
12619 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12620 GUI DEBUG ge prim triangle 12x
12620 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12620 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12620 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12621 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12621 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12621 user_main_a DEBUG runtime syncEmulator immediately=true
12621 GUI DEBUG ge finish (0)
12621 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x14, behavior=1, signalId=0x0
12621 GUI DEBUG ge end pc=0x880d9a4
12622 user_main_a DEBUG runtime syncEmulator immediately=true
12622 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x14, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12622 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12622 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x14, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12622 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12623 user_main_a DEBUG runtime Start of Callback 0x08806468
12623 user_main_a DEBUG runtime End of Callback 0x08806468
12623 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x14, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12623 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12623 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x14, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12623 user_main_a DEBUG runtime Ending Idle State
12623 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12624 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12624 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12624 idle1_6 DEBUG runtime Scheduled, restarting...
12624 user_main_a DEBUG runtime Waiting to be scheduled...
12624 idle1_6 DEBUG runtime syncEmulator immediately=false
12624 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12625 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12625 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12625 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12625 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12626 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12626 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12626 idle1_6 DEBUG runtime Waiting to be scheduled...
12626 user_main_a DEBUG runtime Scheduled, restarting...
12626 user_main_a DEBUG runtime syncEmulator immediately=false
12627 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12628 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12628 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12628 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12628 user_main_a DEBUG runtime Starting Idle State...
12628 user_main_a DEBUG runtime syncEmulator immediately=true
12629 user_main_a DEBUG runtime syncEmulator immediately=true
12630 user_main_a DEBUG runtime syncEmulator immediately=true
12631 user_main_a DEBUG runtime syncEmulator immediately=true
12632 user_main_a DEBUG runtime syncEmulator immediately=true
12633 user_main_a DEBUG runtime syncEmulator immediately=true
12633 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12633 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12634 user_main_a DEBUG runtime syncEmulator immediately=true
12635 user_main_a DEBUG runtime syncEmulator immediately=true
12635 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12636 user_main_a DEBUG runtime syncEmulator immediately=true
12636 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12636 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12636 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12636 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12636 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12637 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12637 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12637 user_main_a DEBUG runtime Switching to Thread idle1
12637 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12638 user_main_a DEBUG runtime Switching to Thread user_main
12638 user_main_a DEBUG runtime Ending Idle State
12638 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12638 user_main_a DEBUG runtime syncEmulator immediately=false
12638 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12639 user_main_a DEBUG runtime syncEmulator immediately=false
12639 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12639 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12639 user_main_a DEBUG runtime syncEmulator immediately=false
12639 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12640 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x15
12640 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12640 user_main_a DEBUG runtime syncEmulator immediately=false
12640 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D888)
12640 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D89C)
12641 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D99C)
12641 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x15, stall=0x0880D9A4)
12640 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12641 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12641 GUI DEBUG ge executeList PspGeList[id=0x15, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12641 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x15, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12642 GUI DEBUG ge fbp fbp=4088000, fbw=512
12642 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12642 GUI DEBUG ge fbw fbp=88000, fbw=512
12642 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12642 GUI DEBUG ge base 08000000
12642 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12643 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12643 user_main_a DEBUG runtime Starting Idle State...
12643 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12643 user_main_a DEBUG runtime syncEmulator immediately=true
12643 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12644 user_main_a DEBUG runtime syncEmulator immediately=true
12644 GUI DEBUG ge clear mode : 5
12644 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12645 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12645 user_main_a DEBUG runtime syncEmulator immediately=true
12645 GUI DEBUG ge vaddr 0880d870
12645 GUI DEBUG ge Texture.hashCode: 8192 bytes
12645 GUI DEBUG ge tflush Reusing cached texture 4
12645 GUI DEBUG ge prim sprites 1x
12646 user_main_a DEBUG runtime syncEmulator immediately=true
12646 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12646 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12646 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12646 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12646 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12647 user_main_a DEBUG runtime syncEmulator immediately=true
12647 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12647 GUI DEBUG ge clear mode end
12647 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12647 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12648 user_main_a DEBUG runtime syncEmulator immediately=true
12648 GUI DEBUG ge tflush (deferring to prim)
12648 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12648 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12648 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12648 GUI DEBUG ge tflush (deferring to prim)
12649 GUI DEBUG ge sceGuTexFunc mode 000004
12649 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12649 user_main_a DEBUG runtime syncEmulator immediately=true
12649 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12649 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12650 user_main_a DEBUG runtime syncEmulator immediately=true
12650 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12650 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12650 GUI DEBUG ge material ambient a=1,0 (FF)
12650 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12650 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12651 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12651 user_main_a DEBUG runtime syncEmulator immediately=true
12651 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12651 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12651 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12652 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12652 user_main_a DEBUG runtime syncEmulator immediately=true
12652 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12652 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12652 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12652 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12652 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12653 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12653 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12653 GUI DEBUG ge glLoadMatrixf -0,1 0,1 1,0 0,0
12653 GUI DEBUG ge glLoadMatrixf -0,1 -1,0 0,1 0,0
12654 user_main_a DEBUG runtime syncEmulator immediately=true
12654 GUI DEBUG ge glLoadMatrixf 1,0 -0,1 0,1 0,0
12654 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12654 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12654 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12655 user_main_a DEBUG runtime syncEmulator immediately=true
12655 GUI DEBUG ge vaddr 0880a890
12655 GUI DEBUG ge prim triangle 12x
12655 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12655 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12655 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12656 user_main_a DEBUG runtime syncEmulator immediately=true
12656 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12656 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12656 GUI DEBUG ge finish (0)
12656 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x15, behavior=1, signalId=0x0
12657 user_main_a DEBUG runtime syncEmulator immediately=true
12657 GUI DEBUG ge end pc=0x880d9a4
12657 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12657 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x15, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12657 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12657 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x15, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12658 user_main_a DEBUG runtime Start of Callback 0x08806468
12658 user_main_a DEBUG runtime End of Callback 0x08806468
12658 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x15, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12658 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12658 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x15, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12658 user_main_a DEBUG runtime Ending Idle State
12659 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12659 user_main_a DEBUG runtime Waiting to be scheduled...
12659 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12659 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12659 idle1_6 DEBUG runtime Scheduled, restarting...
12660 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12660 idle1_6 DEBUG runtime syncEmulator immediately=false
12661 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12661 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12661 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12661 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12662 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12662 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12662 idle1_6 DEBUG runtime Waiting to be scheduled...
12662 user_main_a DEBUG runtime Scheduled, restarting...
12662 user_main_a DEBUG runtime syncEmulator immediately=false
12662 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12663 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12663 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12663 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12663 user_main_a DEBUG runtime Starting Idle State...
12663 user_main_a DEBUG runtime syncEmulator immediately=true
12665 user_main_a DEBUG runtime syncEmulator immediately=true
12666 user_main_a DEBUG runtime syncEmulator immediately=true
12666 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12667 user_main_a DEBUG runtime syncEmulator immediately=true
12667 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12668 user_main_a DEBUG runtime syncEmulator immediately=true
12669 user_main_a DEBUG runtime syncEmulator immediately=true
12669 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12669 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12669 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12669 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12670 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12669 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12671 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12671 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12671 user_main_a DEBUG runtime Switching to Thread idle1
12671 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12672 user_main_a DEBUG runtime Switching to Thread user_main
12672 user_main_a DEBUG runtime Ending Idle State
12672 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12672 user_main_a DEBUG runtime syncEmulator immediately=false
12672 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12673 user_main_a DEBUG runtime syncEmulator immediately=false
12673 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12673 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12673 user_main_a DEBUG runtime syncEmulator immediately=false
12673 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12674 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x16
12674 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12674 user_main_a DEBUG runtime syncEmulator immediately=false
12674 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D888)
12674 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D89C)
12674 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12675 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D99C)
12675 GUI DEBUG ge executeList PspGeList[id=0x16, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12675 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x16, stall=0x0880D9A4)
12675 GUI DEBUG ge fbp fbp=4000000, fbw=512
12675 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12676 GUI DEBUG ge fbw fbp=0, fbw=512
12676 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x16, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12676 GUI DEBUG ge base 08000000
12676 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12676 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12676 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12677 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12677 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12677 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12677 user_main_a DEBUG runtime Starting Idle State...
12678 user_main_a DEBUG runtime syncEmulator immediately=true
12678 GUI DEBUG ge clear mode : 5
12678 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12678 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12678 GUI DEBUG ge vaddr 0880d870
12679 user_main_a DEBUG runtime syncEmulator immediately=true
12679 GUI DEBUG ge Texture.hashCode: 8192 bytes
12679 GUI DEBUG ge tflush Reusing cached texture 4
12679 GUI DEBUG ge prim sprites 1x
12679 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12679 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12680 user_main_a DEBUG runtime syncEmulator immediately=true
12680 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12680 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12680 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12680 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12681 GUI DEBUG ge clear mode end
12681 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12681 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12681 user_main_a DEBUG runtime syncEmulator immediately=true
12681 GUI DEBUG ge tflush (deferring to prim)
12682 user_main_a DEBUG runtime syncEmulator immediately=true
12682 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12682 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12682 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12682 GUI DEBUG ge tflush (deferring to prim)
12683 user_main_a DEBUG runtime syncEmulator immediately=true
12683 GUI DEBUG ge sceGuTexFunc mode 000004
12683 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12683 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12683 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12683 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12684 user_main_a DEBUG runtime syncEmulator immediately=true
12684 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12684 GUI DEBUG ge material ambient a=1,0 (FF)
12684 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12684 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12685 user_main_a DEBUG runtime syncEmulator immediately=true
12685 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12685 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12685 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12685 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12685 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12686 user_main_a DEBUG runtime syncEmulator immediately=true
12686 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12686 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12686 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12686 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12687 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12686 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12687 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12687 GUI DEBUG ge glLoadMatrixf -0,0 0,1 1,0 0,0
12688 user_main_a DEBUG runtime syncEmulator immediately=true
12688 GUI DEBUG ge glLoadMatrixf -0,1 -1,0 0,0 0,0
12688 GUI DEBUG ge glLoadMatrixf 1,0 -0,1 0,1 0,0
12688 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12688 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12689 user_main_a DEBUG runtime syncEmulator immediately=true
12689 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12689 GUI DEBUG ge vaddr 0880a890
12689 GUI DEBUG ge prim triangle 12x
12689 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12689 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12690 user_main_a DEBUG runtime syncEmulator immediately=true
12690 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12690 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12690 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12690 GUI DEBUG ge finish (0)
12691 user_main_a DEBUG runtime syncEmulator immediately=true
12691 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x16, behavior=1, signalId=0x0
12691 GUI DEBUG ge end pc=0x880d9a4
12691 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x16, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12691 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x16, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12692 user_main_a DEBUG runtime syncEmulator immediately=true
12692 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12692 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12692 user_main_a DEBUG runtime Start of Callback 0x08806468
12692 user_main_a DEBUG runtime End of Callback 0x08806468
12693 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x16, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12693 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12693 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x16, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12693 user_main_a DEBUG runtime Ending Idle State
12693 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12693 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12694 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12694 idle1_6 DEBUG runtime Scheduled, restarting...
12694 user_main_a DEBUG runtime Waiting to be scheduled...
12694 idle1_6 DEBUG runtime syncEmulator immediately=false
12694 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12695 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12695 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12695 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12695 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12696 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12696 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12696 idle1_6 DEBUG runtime Waiting to be scheduled...
12696 user_main_a DEBUG runtime Scheduled, restarting...
12696 user_main_a DEBUG runtime syncEmulator immediately=false
12697 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12697 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12697 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12697 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12697 user_main_a DEBUG runtime Starting Idle State...
12698 user_main_a DEBUG runtime syncEmulator immediately=true
12699 user_main_a DEBUG runtime syncEmulator immediately=true
12699 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12700 user_main_a DEBUG runtime syncEmulator immediately=true
12700 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12701 user_main_a DEBUG runtime syncEmulator immediately=true
12702 user_main_a DEBUG runtime syncEmulator immediately=true
12702 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12702 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12702 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12702 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12703 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12703 user_main_a DEBUG runtime Switching to Thread idle1
12703 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12703 user_main_a DEBUG runtime Switching to Thread user_main
12703 user_main_a DEBUG runtime Ending Idle State
12704 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12704 user_main_a DEBUG runtime syncEmulator immediately=false
12704 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12704 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12704 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12704 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12705 user_main_a DEBUG runtime syncEmulator immediately=false
12705 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12705 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12705 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x17
12706 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12706 user_main_a DEBUG runtime syncEmulator immediately=false
12706 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D888)
12706 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12706 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D89C)
12707 GUI DEBUG ge executeList PspGeList[id=0x17, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12707 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D99C)
12707 GUI DEBUG ge fbp fbp=4088000, fbw=512
12707 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x17, stall=0x0880D9A4)
12707 GUI DEBUG ge fbw fbp=88000, fbw=512
12708 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12708 GUI DEBUG ge base 08000000
12708 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x17, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12708 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12708 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12708 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12709 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12709 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12709 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12709 user_main_a DEBUG runtime Starting Idle State...
12710 user_main_a DEBUG runtime syncEmulator immediately=true
12710 GUI DEBUG ge clear mode : 5
12710 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12710 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12710 GUI DEBUG ge vaddr 0880d870
12711 GUI DEBUG ge Texture.hashCode: 8192 bytes
12711 GUI DEBUG ge tflush Reusing cached texture 4
12711 user_main_a DEBUG runtime syncEmulator immediately=true
12711 GUI DEBUG ge prim sprites 1x
12711 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12712 user_main_a DEBUG runtime syncEmulator immediately=true
12712 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12712 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12712 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12712 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12713 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12713 user_main_a DEBUG runtime syncEmulator immediately=true
12713 GUI DEBUG ge clear mode end
12713 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12713 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12714 GUI DEBUG ge tflush (deferring to prim)
12714 user_main_a DEBUG runtime syncEmulator immediately=true
12714 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12714 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12714 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12714 GUI DEBUG ge tflush (deferring to prim)
12715 user_main_a DEBUG runtime syncEmulator immediately=true
12715 GUI DEBUG ge sceGuTexFunc mode 000004
12715 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12715 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12715 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12716 user_main_a DEBUG runtime syncEmulator immediately=true
12716 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12716 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12716 GUI DEBUG ge material ambient a=1,0 (FF)
12716 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12717 user_main_a DEBUG runtime syncEmulator immediately=true
12717 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12717 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12717 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12717 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12718 user_main_a DEBUG runtime syncEmulator immediately=true
12718 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12718 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12718 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12718 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12718 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12719 user_main_a DEBUG runtime syncEmulator immediately=true
12719 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12719 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12719 GUI DEBUG ge glLoadMatrixf -0,0 0,0 1,0 0,0
12719 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12719 GUI DEBUG ge glLoadMatrixf -0,1 -1,0 0,0 0,0
12720 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12720 GUI DEBUG ge glLoadMatrixf 1,0 -0,1 0,0 0,0
12720 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12720 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12721 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12721 GUI DEBUG ge vaddr 0880a890
12721 user_main_a DEBUG runtime syncEmulator immediately=true
12721 GUI DEBUG ge prim triangle 12x
12721 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12722 user_main_a DEBUG runtime syncEmulator immediately=true
12722 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12722 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12722 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12722 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12723 user_main_a DEBUG runtime syncEmulator immediately=true
12723 GUI DEBUG ge finish (0)
12723 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x17, behavior=1, signalId=0x0
12723 GUI DEBUG ge end pc=0x880d9a4
12723 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x17, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12724 user_main_a DEBUG runtime syncEmulator immediately=true
12724 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x17, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12724 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12724 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12724 user_main_a DEBUG runtime Start of Callback 0x08806468
12730 user_main_a DEBUG runtime End of Callback 0x08806468
12731 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x17, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12732 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12732 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x17, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12732 user_main_a DEBUG runtime Ending Idle State
12732 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12732 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12732 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12732 idle1_6 DEBUG runtime Scheduled, restarting...
12732 user_main_a DEBUG runtime Waiting to be scheduled...
12732 idle1_6 DEBUG runtime syncEmulator immediately=false
12733 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12732 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12733 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12733 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12733 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12733 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12733 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12734 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12734 user_main_a DEBUG runtime Scheduled, restarting...
12734 user_main_a DEBUG runtime syncEmulator immediately=false
12735 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12735 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12734 idle1_6 DEBUG runtime Waiting to be scheduled...
12735 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12735 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12735 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12735 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12736 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12736 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12736 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12736 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12736 user_main_a DEBUG runtime Switching to Thread idle1
12736 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12736 user_main_a DEBUG runtime Switching to Thread user_main
12736 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12737 user_main_a DEBUG runtime syncEmulator immediately=false
12737 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12737 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12737 user_main_a DEBUG runtime syncEmulator immediately=false
12737 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12737 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x18
12737 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12737 user_main_a DEBUG runtime syncEmulator immediately=false
12738 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D888)
12738 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D89C)
12738 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D99C)
12738 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x18, stall=0x0880D9A4)
12738 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12738 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x18, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12738 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12739 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12739 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12739 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12739 GUI DEBUG ge executeList PspGeList[id=0x18, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12739 user_main_a DEBUG runtime Starting Idle State...
12739 GUI DEBUG ge fbp fbp=4000000, fbw=512
12739 user_main_a DEBUG runtime syncEmulator immediately=true
12739 GUI DEBUG ge fbw fbp=0, fbw=512
12740 user_main_a DEBUG runtime syncEmulator immediately=true
12740 GUI DEBUG ge base 08000000
12740 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12740 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12740 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12740 GUI DEBUG ge clear mode : 5
12741 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12741 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12741 GUI DEBUG ge vaddr 0880d870
12741 user_main_a DEBUG runtime syncEmulator immediately=true
12741 GUI DEBUG ge Texture.hashCode: 8192 bytes
12741 GUI DEBUG ge tflush Reusing cached texture 4
12741 GUI DEBUG ge prim sprites 1x
12741 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12741 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12742 user_main_a DEBUG runtime syncEmulator immediately=true
12742 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12742 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12742 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12742 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12742 GUI DEBUG ge clear mode end
12742 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12742 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12743 user_main_a DEBUG runtime syncEmulator immediately=true
12743 GUI DEBUG ge tflush (deferring to prim)
12743 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12743 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12743 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12743 GUI DEBUG ge tflush (deferring to prim)
12743 GUI DEBUG ge sceGuTexFunc mode 000004
12743 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12743 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12744 user_main_a DEBUG runtime syncEmulator immediately=true
12744 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12744 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12744 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12744 GUI DEBUG ge material ambient a=1,0 (FF)
12744 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12744 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12744 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12744 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12745 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12745 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12745 user_main_a DEBUG runtime syncEmulator immediately=true
12745 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12745 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12745 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12745 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12745 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12746 user_main_a DEBUG runtime syncEmulator immediately=true
12746 GUI DEBUG ge glLoadMatrixf -0,0 -0,0 1,0 0,0
12746 GUI DEBUG ge glLoadMatrixf -0,1 -1,0 -0,0 0,0
12746 GUI DEBUG ge glLoadMatrixf 1,0 -0,1 0,0 0,0
12746 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12746 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12746 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12746 GUI DEBUG ge vaddr 0880a890
12746 GUI DEBUG ge prim triangle 12x
12747 user_main_a DEBUG runtime syncEmulator immediately=true
12747 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12747 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12747 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12747 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12747 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12747 GUI DEBUG ge finish (0)
12747 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x18, behavior=1, signalId=0x0
12748 user_main_a DEBUG runtime syncEmulator immediately=true
12748 GUI DEBUG ge end pc=0x880d9a4
12748 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12748 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x18, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12748 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12748 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x18, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12748 user_main_a DEBUG runtime Start of Callback 0x08806468
12748 user_main_a DEBUG runtime End of Callback 0x08806468
12749 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x18, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12749 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12749 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x18, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12749 user_main_a DEBUG runtime Ending Idle State
12749 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12749 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12749 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12749 idle1_6 DEBUG runtime Scheduled, restarting...
12749 user_main_a DEBUG runtime Waiting to be scheduled...
12750 idle1_6 DEBUG runtime syncEmulator immediately=false
12750 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12750 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12750 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12751 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12751 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12751 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12751 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12751 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12752 idle1_6 DEBUG runtime Waiting to be scheduled...
12752 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12752 user_main_a DEBUG runtime Scheduled, restarting...
12752 user_main_a DEBUG runtime syncEmulator immediately=false
12752 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12752 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12752 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12753 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12753 user_main_a DEBUG runtime syncEmulator immediately=false
12753 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12753 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12753 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12753 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12753 user_main_a DEBUG runtime Starting Idle State...
12753 user_main_a DEBUG runtime syncEmulator immediately=true
12754 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12755 user_main_a DEBUG runtime syncEmulator immediately=true
12755 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12755 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12756 user_main_a DEBUG runtime syncEmulator immediately=true
12757 user_main_a DEBUG runtime syncEmulator immediately=true
12758 user_main_a DEBUG runtime syncEmulator immediately=true
12759 user_main_a DEBUG runtime syncEmulator immediately=true
12760 user_main_a DEBUG runtime syncEmulator immediately=true
12761 user_main_a DEBUG runtime syncEmulator immediately=true
12762 user_main_a DEBUG runtime syncEmulator immediately=true
12763 user_main_a DEBUG runtime syncEmulator immediately=true
12764 user_main_a DEBUG runtime syncEmulator immediately=true
12765 user_main_a DEBUG runtime syncEmulator immediately=true
12766 user_main_a DEBUG runtime syncEmulator immediately=true
12767 user_main_a DEBUG runtime syncEmulator immediately=true
12768 user_main_a DEBUG runtime syncEmulator immediately=true
12769 user_main_a DEBUG runtime syncEmulator immediately=true
12769 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12769 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12769 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12769 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12769 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12769 user_main_a DEBUG runtime Switching to Thread idle1
12770 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12770 user_main_a DEBUG runtime Switching to Thread user_main
12770 user_main_a DEBUG runtime Ending Idle State
12770 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12770 user_main_a DEBUG runtime syncEmulator immediately=false
12770 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12770 user_main_a DEBUG runtime syncEmulator immediately=false
12771 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12771 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12771 user_main_a DEBUG runtime syncEmulator immediately=false
12771 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12771 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x19
12771 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12771 user_main_a DEBUG runtime syncEmulator immediately=false
12772 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D888)
12772 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D89C)
12772 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12772 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D99C)
12772 GUI DEBUG ge executeList PspGeList[id=0x19, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12772 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x19, stall=0x0880D9A4)
12772 GUI DEBUG ge fbp fbp=4088000, fbw=512
12772 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12772 GUI DEBUG ge fbw fbp=88000, fbw=512
12773 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x19, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12773 GUI DEBUG ge base 08000000
12773 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12773 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12773 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12773 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12773 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12773 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12773 user_main_a DEBUG runtime Starting Idle State...
12774 user_main_a DEBUG runtime syncEmulator immediately=true
12774 GUI DEBUG ge clear mode : 5
12774 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12774 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12774 GUI DEBUG ge vaddr 0880d870
12775 user_main_a DEBUG runtime syncEmulator immediately=true
12775 GUI DEBUG ge Texture.hashCode: 8192 bytes
12775 GUI DEBUG ge tflush Reusing cached texture 4
12775 GUI DEBUG ge prim sprites 1x
12775 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12775 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12775 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12775 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12775 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12776 user_main_a DEBUG runtime syncEmulator immediately=true
12776 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12776 GUI DEBUG ge clear mode end
12776 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12776 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12776 GUI DEBUG ge tflush (deferring to prim)
12776 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12776 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12777 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12777 GUI DEBUG ge tflush (deferring to prim)
12777 user_main_a DEBUG runtime syncEmulator immediately=true
12777 GUI DEBUG ge sceGuTexFunc mode 000004
12777 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12777 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12777 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12777 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12778 user_main_a DEBUG runtime syncEmulator immediately=true
12778 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12778 GUI DEBUG ge material ambient a=1,0 (FF)
12778 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12778 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12778 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12778 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12778 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12778 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12779 user_main_a DEBUG runtime syncEmulator immediately=true
12779 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12779 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12779 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12779 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12779 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12779 GUI DEBUG ge glLoadMatrixf -0,0 -0,1 1,0 0,0
12779 GUI DEBUG ge glLoadMatrixf -0,1 -1,0 -0,1 0,0
12780 GUI DEBUG ge glLoadMatrixf 1,0 -0,1 0,0 0,0
12780 user_main_a DEBUG runtime syncEmulator immediately=true
12780 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12780 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12780 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12780 GUI DEBUG ge vaddr 0880a890
12780 GUI DEBUG ge prim triangle 12x
12781 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12781 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12781 user_main_a DEBUG runtime syncEmulator immediately=true
12781 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12781 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12781 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12781 GUI DEBUG ge finish (0)
12782 user_main_a DEBUG runtime syncEmulator immediately=true
12782 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x19, behavior=1, signalId=0x0
12782 GUI DEBUG ge end pc=0x880d9a4
12782 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x19, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12782 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x19, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12783 user_main_a DEBUG runtime syncEmulator immediately=true
12783 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12783 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12783 user_main_a DEBUG runtime Start of Callback 0x08806468
12783 user_main_a DEBUG runtime End of Callback 0x08806468
12783 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x19, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12783 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12783 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x19, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12784 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12784 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12784 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12783 user_main_a DEBUG runtime Ending Idle State
12784 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12785 user_main_a DEBUG runtime Waiting to be scheduled...
12785 idle1_6 DEBUG runtime Scheduled, restarting...
12785 idle1_6 DEBUG runtime syncEmulator immediately=false
12785 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12785 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12785 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12786 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12786 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12786 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
12786 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12786 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12786 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12786 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12787 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12787 idle1_6 DEBUG runtime Waiting to be scheduled...
12787 user_main_a DEBUG runtime Scheduled, restarting...
12787 user_main_a DEBUG runtime syncEmulator immediately=false
12787 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12787 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12787 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12788 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12788 user_main_a DEBUG runtime Starting Idle State...
12788 user_main_a DEBUG runtime syncEmulator immediately=true
12789 user_main_a DEBUG runtime syncEmulator immediately=true
12789 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12789 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12790 user_main_a DEBUG runtime syncEmulator immediately=true
12790 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12791 user_main_a DEBUG runtime syncEmulator immediately=true
12792 user_main_a DEBUG runtime syncEmulator immediately=true
12793 user_main_a DEBUG runtime syncEmulator immediately=true
12794 user_main_a DEBUG runtime syncEmulator immediately=true
12795 user_main_a DEBUG runtime syncEmulator immediately=true
12796 user_main_a DEBUG runtime syncEmulator immediately=true
12797 user_main_a DEBUG runtime syncEmulator immediately=true
12798 user_main_a DEBUG runtime syncEmulator immediately=true
12799 user_main_a DEBUG runtime syncEmulator immediately=true
12800 user_main_a DEBUG runtime syncEmulator immediately=true
12801 user_main_a DEBUG runtime syncEmulator immediately=true
12802 user_main_a DEBUG runtime syncEmulator immediately=true
12802 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12802 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12802 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12802 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12802 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12802 user_main_a DEBUG runtime Switching to Thread idle1
12803 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12803 user_main_a DEBUG runtime Switching to Thread user_main
12803 user_main_a DEBUG runtime Ending Idle State
12803 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12803 user_main_a DEBUG runtime syncEmulator immediately=false
12803 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12804 user_main_a DEBUG runtime syncEmulator immediately=false
12804 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12804 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12804 user_main_a DEBUG runtime syncEmulator immediately=false
12804 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12804 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1A
12804 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12805 user_main_a DEBUG runtime syncEmulator immediately=false
12805 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D888)
12805 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12805 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D89C)
12805 GUI DEBUG ge executeList PspGeList[id=0x1a, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12805 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D99C)
12805 GUI DEBUG ge fbp fbp=4000000, fbw=512
12805 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1A, stall=0x0880D9A4)
12806 GUI DEBUG ge fbw fbp=0, fbw=512
12806 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12806 GUI DEBUG ge base 08000000
12806 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1a, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12806 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12806 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12806 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12806 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12807 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12807 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12807 user_main_a DEBUG runtime Starting Idle State...
12807 user_main_a DEBUG runtime syncEmulator immediately=true
12807 GUI DEBUG ge clear mode : 5
12808 user_main_a DEBUG runtime syncEmulator immediately=true
12808 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12808 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12808 GUI DEBUG ge vaddr 0880d870
12808 GUI DEBUG ge Texture.hashCode: 8192 bytes
12808 GUI DEBUG ge tflush Reusing cached texture 4
12808 GUI DEBUG ge prim sprites 1x
12808 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12809 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12809 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12809 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12809 user_main_a DEBUG runtime syncEmulator immediately=true
12809 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12809 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12809 GUI DEBUG ge clear mode end
12810 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12810 user_main_a DEBUG runtime syncEmulator immediately=true
12810 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12810 GUI DEBUG ge tflush (deferring to prim)
12810 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12810 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12810 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12810 GUI DEBUG ge tflush (deferring to prim)
12811 GUI DEBUG ge sceGuTexFunc mode 000004
12811 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12811 user_main_a DEBUG runtime syncEmulator immediately=true
12811 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12811 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12811 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12811 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12811 GUI DEBUG ge material ambient a=1,0 (FF)
12812 user_main_a DEBUG runtime syncEmulator immediately=true
12812 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12812 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12812 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12812 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12812 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12812 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12812 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12813 user_main_a DEBUG runtime syncEmulator immediately=true
12813 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12813 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12813 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12813 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12813 GUI DEBUG ge glLoadMatrixf -0,0 -0,1 1,0 0,0
12813 GUI DEBUG ge glLoadMatrixf -0,1 -1,0 -0,1 0,0
12813 GUI DEBUG ge glLoadMatrixf 1,0 -0,1 0,0 0,0
12814 user_main_a DEBUG runtime syncEmulator immediately=true
12814 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12814 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12814 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12814 GUI DEBUG ge vaddr 0880a890
12814 GUI DEBUG ge prim triangle 12x
12814 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12814 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12815 user_main_a DEBUG runtime syncEmulator immediately=true
12815 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12815 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12815 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12815 GUI DEBUG ge finish (0)
12815 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1A, behavior=1, signalId=0x0
12815 GUI DEBUG ge end pc=0x880d9a4
12816 user_main_a DEBUG runtime syncEmulator immediately=true
12816 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1a, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12816 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12816 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12816 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12816 user_main_a DEBUG runtime Start of Callback 0x08806468
12816 user_main_a DEBUG runtime End of Callback 0x08806468
12817 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12817 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12817 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1a, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12817 user_main_a DEBUG runtime Ending Idle State
12817 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12817 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12817 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12817 idle1_6 DEBUG runtime Scheduled, restarting...
12817 user_main_a DEBUG runtime Waiting to be scheduled...
12818 idle1_6 DEBUG runtime syncEmulator immediately=false
12818 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12818 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12818 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12818 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12819 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12819 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
12819 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12820 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12820 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12820 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12820 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12820 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12820 idle1_6 DEBUG runtime Waiting to be scheduled...
12821 user_main_a DEBUG runtime Scheduled, restarting...
12821 user_main_a DEBUG runtime syncEmulator immediately=false
12821 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12821 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12821 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12821 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12822 user_main_a DEBUG runtime Starting Idle State...
12822 user_main_a DEBUG runtime syncEmulator immediately=true
12823 user_main_a DEBUG runtime syncEmulator immediately=true
12823 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12823 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12824 user_main_a DEBUG runtime syncEmulator immediately=true
12824 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12825 user_main_a DEBUG runtime syncEmulator immediately=true
12826 user_main_a DEBUG runtime syncEmulator immediately=true
12827 user_main_a DEBUG runtime syncEmulator immediately=true
12828 user_main_a DEBUG runtime syncEmulator immediately=true
12829 user_main_a DEBUG runtime syncEmulator immediately=true
12830 user_main_a DEBUG runtime syncEmulator immediately=true
12831 user_main_a DEBUG runtime syncEmulator immediately=true
12832 user_main_a DEBUG runtime syncEmulator immediately=true
12833 user_main_a DEBUG runtime syncEmulator immediately=true
12834 user_main_a DEBUG runtime syncEmulator immediately=true
12835 user_main_a DEBUG runtime syncEmulator immediately=true
12836 user_main_a DEBUG runtime syncEmulator immediately=true
12836 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12836 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12836 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12836 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12836 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12837 user_main_a DEBUG runtime Switching to Thread idle1
12837 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12837 user_main_a DEBUG runtime Switching to Thread user_main
12837 user_main_a DEBUG runtime Ending Idle State
12837 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12837 user_main_a DEBUG runtime syncEmulator immediately=false
12837 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12838 user_main_a DEBUG runtime syncEmulator immediately=false
12838 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12838 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12838 user_main_a DEBUG runtime syncEmulator immediately=false
12838 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12838 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1B
12838 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12839 user_main_a DEBUG runtime syncEmulator immediately=false
12839 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D888)
12839 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D89C)
12839 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12839 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D99C)
12839 GUI DEBUG ge executeList PspGeList[id=0x1b, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12839 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1B, stall=0x0880D9A4)
12840 GUI DEBUG ge fbp fbp=4088000, fbw=512
12840 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12840 GUI DEBUG ge fbw fbp=88000, fbw=512
12840 GUI DEBUG ge base 08000000
12840 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12840 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12841 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12840 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1b, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12841 GUI DEBUG ge clear mode : 5
12841 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12841 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12842 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12842 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12842 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12842 GUI DEBUG ge vaddr 0880d870
12842 user_main_a DEBUG runtime Starting Idle State...
12842 GUI DEBUG ge Texture.hashCode: 8192 bytes
12842 user_main_a DEBUG runtime syncEmulator immediately=true
12843 GUI DEBUG ge tflush Reusing cached texture 4
12843 GUI DEBUG ge prim sprites 1x
12843 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12843 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12843 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12843 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12843 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12844 user_main_a DEBUG runtime syncEmulator immediately=true
12844 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12844 GUI DEBUG ge clear mode end
12844 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12844 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12844 GUI DEBUG ge tflush (deferring to prim)
12844 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12845 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12845 user_main_a DEBUG runtime syncEmulator immediately=true
12845 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12845 GUI DEBUG ge tflush (deferring to prim)
12845 GUI DEBUG ge sceGuTexFunc mode 000004
12845 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12845 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12845 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12846 user_main_a DEBUG runtime syncEmulator immediately=true
12846 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12846 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12846 GUI DEBUG ge material ambient a=1,0 (FF)
12846 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12846 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12846 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12847 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12847 user_main_a DEBUG runtime syncEmulator immediately=true
12847 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12847 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12847 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12847 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12847 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12847 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12848 user_main_a DEBUG runtime syncEmulator immediately=true
12848 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12848 GUI DEBUG ge glLoadMatrixf -0,0 -0,1 1,0 0,0
12848 GUI DEBUG ge glLoadMatrixf -0,0 -1,0 -0,1 0,0
12848 GUI DEBUG ge glLoadMatrixf 1,0 -0,0 0,0 0,0
12848 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12848 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12849 user_main_a DEBUG runtime syncEmulator immediately=true
12849 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12849 GUI DEBUG ge vaddr 0880a890
12849 GUI DEBUG ge prim triangle 12x
12849 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12849 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12849 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12850 user_main_a DEBUG runtime syncEmulator immediately=true
12850 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12850 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12850 GUI DEBUG ge finish (0)
12850 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1B, behavior=1, signalId=0x0
12850 GUI DEBUG ge end pc=0x880d9a4
12851 user_main_a DEBUG runtime syncEmulator immediately=true
12851 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1b, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12851 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12851 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12851 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12851 user_main_a DEBUG runtime Start of Callback 0x08806468
12851 user_main_a DEBUG runtime End of Callback 0x08806468
12852 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12852 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12852 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1b, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12852 user_main_a DEBUG runtime Ending Idle State
12852 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12852 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12852 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12852 idle1_6 DEBUG runtime Scheduled, restarting...
12852 user_main_a DEBUG runtime Waiting to be scheduled...
12853 idle1_6 DEBUG runtime syncEmulator immediately=false
12853 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12853 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12854 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12854 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12854 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12854 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
12854 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12854 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12855 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12855 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12855 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12855 idle1_6 DEBUG runtime Waiting to be scheduled...
12855 user_main_a DEBUG runtime Scheduled, restarting...
12855 user_main_a DEBUG runtime syncEmulator immediately=false
12855 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12856 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12856 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12856 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12856 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12856 user_main_a DEBUG runtime Starting Idle State...
12857 user_main_a DEBUG runtime syncEmulator immediately=true
12858 user_main_a DEBUG runtime syncEmulator immediately=true
12858 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12858 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12858 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12859 user_main_a DEBUG runtime syncEmulator immediately=true
12860 user_main_a DEBUG runtime syncEmulator immediately=true
12861 user_main_a DEBUG runtime syncEmulator immediately=true
12862 user_main_a DEBUG runtime syncEmulator immediately=true
12863 user_main_a DEBUG runtime syncEmulator immediately=true
12864 user_main_a DEBUG runtime syncEmulator immediately=true
12865 user_main_a DEBUG runtime syncEmulator immediately=true
12866 user_main_a DEBUG runtime syncEmulator immediately=true
12867 user_main_a DEBUG runtime syncEmulator immediately=true
12868 user_main_a DEBUG runtime syncEmulator immediately=true
12869 user_main_a DEBUG runtime syncEmulator immediately=true
12869 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12869 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12869 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12869 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12869 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12870 user_main_a DEBUG runtime Switching to Thread idle1
12870 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12870 user_main_a DEBUG runtime Switching to Thread user_main
12870 user_main_a DEBUG runtime Ending Idle State
12870 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12870 user_main_a DEBUG runtime syncEmulator immediately=false
12870 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12871 user_main_a DEBUG runtime syncEmulator immediately=false
12871 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12871 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12871 user_main_a DEBUG runtime syncEmulator immediately=false
12871 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12871 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1C
12872 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12872 user_main_a DEBUG runtime syncEmulator immediately=false
12872 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D888)
12872 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D89C)
12873 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D99C)
12873 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1C, stall=0x0880D9A4)
12872 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12873 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12873 GUI DEBUG ge executeList PspGeList[id=0x1c, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12873 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1c, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12873 GUI DEBUG ge fbp fbp=4000000, fbw=512
12873 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12874 GUI DEBUG ge fbw fbp=0, fbw=512
12874 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12874 GUI DEBUG ge base 08000000
12874 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12874 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12874 user_main_a DEBUG runtime Starting Idle State...
12874 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12875 user_main_a DEBUG runtime syncEmulator immediately=true
12875 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12875 GUI DEBUG ge clear mode : 5
12876 user_main_a DEBUG runtime syncEmulator immediately=true
12876 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12876 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12876 GUI DEBUG ge vaddr 0880d870
12876 GUI DEBUG ge Texture.hashCode: 8192 bytes
12876 GUI DEBUG ge tflush Reusing cached texture 4
12876 GUI DEBUG ge prim sprites 1x
12877 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12877 user_main_a DEBUG runtime syncEmulator immediately=true
12877 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12877 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12877 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12877 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12877 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12878 user_main_a DEBUG runtime syncEmulator immediately=true
12878 GUI DEBUG ge clear mode end
12878 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12878 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12878 GUI DEBUG ge tflush (deferring to prim)
12878 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12878 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12879 user_main_a DEBUG runtime syncEmulator immediately=true
12879 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12879 GUI DEBUG ge tflush (deferring to prim)
12879 GUI DEBUG ge sceGuTexFunc mode 000004
12879 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12879 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12879 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12880 user_main_a DEBUG runtime syncEmulator immediately=true
12880 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12880 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12880 GUI DEBUG ge material ambient a=1,0 (FF)
12880 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12880 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12880 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12881 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12881 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12881 user_main_a DEBUG runtime syncEmulator immediately=true
12881 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12881 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12881 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12881 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12882 user_main_a DEBUG runtime syncEmulator immediately=true
12882 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12882 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12882 GUI DEBUG ge glLoadMatrixf -0,0 -0,2 1,0 0,0
12882 GUI DEBUG ge glLoadMatrixf -0,0 -1,0 -0,2 0,0
12882 GUI DEBUG ge glLoadMatrixf 1,0 -0,0 0,0 0,0
12882 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12883 user_main_a DEBUG runtime syncEmulator immediately=true
12883 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12883 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12883 GUI DEBUG ge vaddr 0880a890
12883 GUI DEBUG ge prim triangle 12x
12883 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12883 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12884 user_main_a DEBUG runtime syncEmulator immediately=true
12884 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12884 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12884 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12884 GUI DEBUG ge finish (0)
12884 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1C, behavior=1, signalId=0x0
12885 user_main_a DEBUG runtime syncEmulator immediately=true
12885 GUI DEBUG ge end pc=0x880d9a4
12885 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12885 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1c, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12885 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12885 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12885 user_main_a DEBUG runtime Start of Callback 0x08806468
12886 user_main_a DEBUG runtime End of Callback 0x08806468
12886 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12886 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12886 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1c, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12886 user_main_a DEBUG runtime Ending Idle State
12886 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12886 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12887 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12887 idle1_6 DEBUG runtime Scheduled, restarting...
12887 user_main_a DEBUG runtime Waiting to be scheduled...
12887 idle1_6 DEBUG runtime syncEmulator immediately=false
12887 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12887 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12888 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12888 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
12888 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12888 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
12888 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12888 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12889 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12889 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12889 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12889 idle1_6 DEBUG runtime Waiting to be scheduled...
12889 user_main_a DEBUG runtime Scheduled, restarting...
12889 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12889 user_main_a DEBUG runtime syncEmulator immediately=false
12890 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12890 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12890 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12890 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12891 user_main_a DEBUG runtime Starting Idle State...
12891 user_main_a DEBUG runtime syncEmulator immediately=true
12892 user_main_a DEBUG runtime syncEmulator immediately=true
12892 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12892 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12893 user_main_a DEBUG runtime syncEmulator immediately=true
12893 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12894 user_main_a DEBUG runtime syncEmulator immediately=true
12895 user_main_a DEBUG runtime syncEmulator immediately=true
12896 user_main_a DEBUG runtime syncEmulator immediately=true
12897 user_main_a DEBUG runtime syncEmulator immediately=true
12898 user_main_a DEBUG runtime syncEmulator immediately=true
12899 user_main_a DEBUG runtime syncEmulator immediately=true
12900 user_main_a DEBUG runtime syncEmulator immediately=true
12901 user_main_a DEBUG runtime syncEmulator immediately=true
12902 user_main_a DEBUG runtime syncEmulator immediately=true
12902 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12902 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12902 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12902 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12902 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12903 user_main_a DEBUG runtime Switching to Thread idle1
12903 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12903 user_main_a DEBUG runtime Switching to Thread user_main
12903 user_main_a DEBUG runtime Ending Idle State
12903 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12903 user_main_a DEBUG runtime syncEmulator immediately=false
12904 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12904 user_main_a DEBUG runtime syncEmulator immediately=false
12904 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12904 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12904 user_main_a DEBUG runtime syncEmulator immediately=false
12904 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12905 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1D
12905 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12905 user_main_a DEBUG runtime syncEmulator immediately=false
12905 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D888)
12905 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D89C)
12906 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12906 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D99C)
12906 GUI DEBUG ge executeList PspGeList[id=0x1d, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12906 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1D, stall=0x0880D9A4)
12906 GUI DEBUG ge fbp fbp=4088000, fbw=512
12906 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12906 GUI DEBUG ge fbw fbp=88000, fbw=512
12906 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1d, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12907 GUI DEBUG ge base 08000000
12907 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12907 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12907 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12907 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12907 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12908 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12908 user_main_a DEBUG runtime Starting Idle State...
12908 user_main_a DEBUG runtime syncEmulator immediately=true
12908 GUI DEBUG ge clear mode : 5
12909 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12909 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12909 GUI DEBUG ge vaddr 0880d870
12909 GUI DEBUG ge Texture.hashCode: 8192 bytes
12909 GUI DEBUG ge tflush Reusing cached texture 4
12909 GUI DEBUG ge prim sprites 1x
12910 user_main_a DEBUG runtime syncEmulator immediately=true
12910 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12910 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12910 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12910 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12910 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12910 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12911 GUI DEBUG ge clear mode end
12911 user_main_a DEBUG runtime syncEmulator immediately=true
12911 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12911 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12911 GUI DEBUG ge tflush (deferring to prim)
12911 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12912 user_main_a DEBUG runtime syncEmulator immediately=true
12912 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12912 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12912 GUI DEBUG ge tflush (deferring to prim)
12912 GUI DEBUG ge sceGuTexFunc mode 000004
12912 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12912 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12913 user_main_a DEBUG runtime syncEmulator immediately=true
12913 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12913 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12913 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12913 GUI DEBUG ge material ambient a=1,0 (FF)
12913 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12914 user_main_a DEBUG runtime syncEmulator immediately=true
12914 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12914 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12914 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12914 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12914 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12914 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12915 user_main_a DEBUG runtime syncEmulator immediately=true
12915 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12915 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12915 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12915 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12915 GUI DEBUG ge glLoadMatrixf -0,0 -0,2 1,0 0,0
12916 GUI DEBUG ge glLoadMatrixf -0,0 -1,0 -0,2 0,0
12916 user_main_a DEBUG runtime syncEmulator immediately=true
12916 GUI DEBUG ge glLoadMatrixf 1,0 -0,0 0,0 0,0
12916 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12916 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12916 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12916 GUI DEBUG ge vaddr 0880a890
12917 GUI DEBUG ge prim triangle 12x
12917 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12917 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12917 user_main_a DEBUG runtime syncEmulator immediately=true
12917 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12917 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12917 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12918 user_main_a DEBUG runtime syncEmulator immediately=true
12918 GUI DEBUG ge finish (0)
12918 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1D, behavior=1, signalId=0x0
12918 GUI DEBUG ge end pc=0x880d9a4
12918 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1d, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12918 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12919 user_main_a DEBUG runtime syncEmulator immediately=true
12919 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12919 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12919 user_main_a DEBUG runtime Start of Callback 0x08806468
12919 user_main_a DEBUG runtime End of Callback 0x08806468
12919 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12920 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12920 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1d, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12920 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12920 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12920 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12920 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12920 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12921 user_main_a DEBUG runtime Ending Idle State
12921 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12921 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12921 user_main_a DEBUG runtime Waiting to be scheduled...
12921 idle1_6 DEBUG runtime Scheduled, restarting...
12922 idle1_6 DEBUG runtime syncEmulator immediately=false
12922 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12922 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12922 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12922 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12922 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12923 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12923 idle1_6 DEBUG runtime Waiting to be scheduled...
12923 user_main_a DEBUG runtime Scheduled, restarting...
12923 user_main_a DEBUG runtime syncEmulator immediately=false
12923 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12923 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12924 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12924 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12924 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12924 user_main_a DEBUG runtime Starting Idle State...
12924 user_main_a DEBUG runtime syncEmulator immediately=true
12924 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12926 user_main_a DEBUG runtime syncEmulator immediately=true
12927 user_main_a DEBUG runtime syncEmulator immediately=true
12927 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12927 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12928 user_main_a DEBUG runtime syncEmulator immediately=true
12928 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12929 user_main_a DEBUG runtime syncEmulator immediately=true
12930 user_main_a DEBUG runtime syncEmulator immediately=true
12931 user_main_a DEBUG runtime syncEmulator immediately=true
12932 user_main_a DEBUG runtime syncEmulator immediately=true
12933 user_main_a DEBUG runtime syncEmulator immediately=true
12934 user_main_a DEBUG runtime syncEmulator immediately=true
12935 user_main_a DEBUG runtime syncEmulator immediately=true
12936 user_main_a DEBUG runtime syncEmulator immediately=true
12936 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12936 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12936 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12936 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12936 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12937 user_main_a DEBUG runtime Switching to Thread idle1
12937 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12937 user_main_a DEBUG runtime Switching to Thread user_main
12937 user_main_a DEBUG runtime Ending Idle State
12937 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12937 user_main_a DEBUG runtime syncEmulator immediately=false
12938 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12938 user_main_a DEBUG runtime syncEmulator immediately=false
12938 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
12938 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12938 user_main_a DEBUG runtime syncEmulator immediately=false
12938 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12939 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1E
12939 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12939 user_main_a DEBUG runtime syncEmulator immediately=false
12939 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D888)
12939 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12939 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D89C)
12940 GUI DEBUG ge executeList PspGeList[id=0x1e, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12940 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D99C)
12940 GUI DEBUG ge fbp fbp=4000000, fbw=512
12940 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1E, stall=0x0880D9A4)
12940 GUI DEBUG ge fbw fbp=0, fbw=512
12940 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12941 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1e, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12940 GUI DEBUG ge base 08000000
12941 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12941 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12941 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12941 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12942 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12942 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
12942 user_main_a DEBUG runtime Starting Idle State...
12942 user_main_a DEBUG runtime syncEmulator immediately=true
12942 GUI DEBUG ge clear mode : 5
12943 user_main_a DEBUG runtime syncEmulator immediately=true
12943 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12943 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12943 GUI DEBUG ge vaddr 0880d870
12943 GUI DEBUG ge Texture.hashCode: 8192 bytes
12943 GUI DEBUG ge tflush Reusing cached texture 4
12944 user_main_a DEBUG runtime syncEmulator immediately=true
12944 GUI DEBUG ge prim sprites 1x
12944 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12944 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12944 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12944 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12944 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12945 user_main_a DEBUG runtime syncEmulator immediately=true
12945 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12945 GUI DEBUG ge clear mode end
12945 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12945 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12945 GUI DEBUG ge tflush (deferring to prim)
12946 user_main_a DEBUG runtime syncEmulator immediately=true
12946 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12946 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12946 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12946 GUI DEBUG ge tflush (deferring to prim)
12946 GUI DEBUG ge sceGuTexFunc mode 000004
12946 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12947 user_main_a DEBUG runtime syncEmulator immediately=true
12947 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12947 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12947 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12947 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12947 GUI DEBUG ge material ambient a=1,0 (FF)
12948 user_main_a DEBUG runtime syncEmulator immediately=true
12948 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12948 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12948 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12948 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12948 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12949 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12949 user_main_a DEBUG runtime syncEmulator immediately=true
12949 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12949 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12949 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12949 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12949 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12950 user_main_a DEBUG runtime syncEmulator immediately=true
12950 GUI DEBUG ge glLoadMatrixf 0,0 -0,2 1,0 0,0
12950 GUI DEBUG ge glLoadMatrixf 0,0 -1,0 -0,2 0,0
12950 GUI DEBUG ge glLoadMatrixf 1,0 0,0 -0,0 0,0
12950 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12950 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12951 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12951 GUI DEBUG ge vaddr 0880a890
12951 GUI DEBUG ge prim triangle 12x
12951 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12951 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12951 user_main_a DEBUG runtime syncEmulator immediately=true
12951 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12952 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12952 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12952 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12952 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12952 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12952 GUI DEBUG ge finish (0)
12953 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1E, behavior=1, signalId=0x0
12953 GUI DEBUG ge end pc=0x880d9a4
12953 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1e, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12953 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12954 user_main_a DEBUG runtime syncEmulator immediately=true
12954 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12954 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12954 user_main_a DEBUG runtime Start of Callback 0x08806468
12954 user_main_a DEBUG runtime End of Callback 0x08806468
12954 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12955 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12955 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1e, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12955 user_main_a DEBUG runtime Ending Idle State
12955 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12955 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12955 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12955 idle1_6 DEBUG runtime Scheduled, restarting...
12956 idle1_6 DEBUG runtime syncEmulator immediately=false
12955 user_main_a DEBUG runtime Waiting to be scheduled...
12956 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12956 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
12956 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12957 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12957 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12957 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12957 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12957 idle1_6 DEBUG runtime Waiting to be scheduled...
12958 user_main_a DEBUG runtime Scheduled, restarting...
12958 user_main_a DEBUG runtime syncEmulator immediately=false
12958 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12958 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12959 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12959 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12959 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12959 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12960 user_main_a DEBUG runtime Starting Idle State...
12960 user_main_a DEBUG runtime syncEmulator immediately=true
12961 user_main_a DEBUG runtime syncEmulator immediately=true
12961 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12961 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
12962 user_main_a DEBUG runtime syncEmulator immediately=true
12962 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12963 user_main_a DEBUG runtime syncEmulator immediately=true
12964 user_main_a DEBUG runtime syncEmulator immediately=true
12965 user_main_a DEBUG runtime syncEmulator immediately=true
12966 user_main_a DEBUG runtime syncEmulator immediately=true
12967 user_main_a DEBUG runtime syncEmulator immediately=true
12968 user_main_a DEBUG runtime syncEmulator immediately=true
12969 user_main_a DEBUG runtime syncEmulator immediately=true
12969 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12969 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
12969 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12969 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12970 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12970 user_main_a DEBUG runtime Switching to Thread idle1
12970 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12970 user_main_a DEBUG runtime Switching to Thread user_main
12970 user_main_a DEBUG runtime Ending Idle State
12970 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12971 user_main_a DEBUG runtime syncEmulator immediately=false
12971 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12971 user_main_a DEBUG runtime syncEmulator immediately=false
12971 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
12971 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12972 user_main_a DEBUG runtime syncEmulator immediately=false
12972 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
12972 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1F
12972 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
12972 user_main_a DEBUG runtime syncEmulator immediately=false
12973 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D888)
12973 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12973 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D89C)
12973 GUI DEBUG ge executeList PspGeList[id=0x1f, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12973 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D99C)
12973 GUI DEBUG ge fbp fbp=4088000, fbw=512
12974 GUI DEBUG ge fbw fbp=88000, fbw=512
12973 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1F, stall=0x0880D9A4)
12974 GUI DEBUG ge base 08000000
12974 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
12974 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
12974 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1f, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
12974 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
12975 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12975 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
12975 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12975 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12975 user_main_a DEBUG runtime Starting Idle State...
12976 GUI DEBUG ge clear mode : 5
12976 user_main_a DEBUG runtime syncEmulator immediately=true
12976 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
12976 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12976 GUI DEBUG ge vaddr 0880d870
12976 GUI DEBUG ge Texture.hashCode: 8192 bytes
12977 user_main_a DEBUG runtime syncEmulator immediately=true
12977 GUI DEBUG ge tflush Reusing cached texture 4
12977 GUI DEBUG ge prim sprites 1x
12977 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
12977 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12977 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12978 user_main_a DEBUG runtime syncEmulator immediately=true
12978 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12978 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12978 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
12978 GUI DEBUG ge clear mode end
12979 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
12979 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
12979 GUI DEBUG ge tflush (deferring to prim)
12979 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
12979 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
12979 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
12980 GUI DEBUG ge tflush (deferring to prim)
12979 user_main_a DEBUG runtime syncEmulator immediately=true
12980 GUI DEBUG ge sceGuTexFunc mode 000004
12980 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
12980 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
12980 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
12981 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
12981 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
12981 GUI DEBUG ge material ambient a=1,0 (FF)
12981 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
12981 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
12981 user_main_a DEBUG runtime syncEmulator immediately=true
12982 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
12982 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
12982 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
12982 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
12982 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
12983 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
12983 user_main_a DEBUG runtime syncEmulator immediately=true
12983 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
12983 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
12983 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
12983 GUI DEBUG ge glLoadMatrixf 0,0 -0,3 1,0 0,0
12984 user_main_a DEBUG runtime syncEmulator immediately=true
12984 GUI DEBUG ge glLoadMatrixf 0,0 -1,0 -0,3 0,0
12984 GUI DEBUG ge glLoadMatrixf 1,0 0,0 -0,0 0,0
12984 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
12984 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
12984 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
12985 GUI DEBUG ge vaddr 0880a890
12985 user_main_a DEBUG runtime syncEmulator immediately=true
12985 GUI DEBUG ge prim triangle 12x
12985 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
12985 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12985 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
12986 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12986 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12986 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
12986 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
12986 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
12987 user_main_a DEBUG runtime syncEmulator immediately=true
12987 GUI DEBUG ge finish (0)
12987 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1F, behavior=1, signalId=0x0
12987 GUI DEBUG ge end pc=0x880d9a4
12987 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1f, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12987 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
12988 user_main_a DEBUG runtime syncEmulator immediately=true
12988 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
12988 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
12988 user_main_a DEBUG runtime Start of Callback 0x08806468
12988 user_main_a DEBUG runtime End of Callback 0x08806468
12989 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
12989 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
12989 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1f, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
12989 user_main_a DEBUG runtime Ending Idle State
12989 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
12989 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
12990 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
12989 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
12990 user_main_a DEBUG runtime Waiting to be scheduled...
12990 idle1_6 DEBUG runtime Scheduled, restarting...
12991 idle1_6 DEBUG runtime syncEmulator immediately=false
12991 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
12991 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
12991 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12991 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
12992 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
12992 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
12992 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12992 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
12993 idle1_6 DEBUG runtime Waiting to be scheduled...
12993 user_main_a DEBUG runtime Scheduled, restarting...
12993 user_main_a DEBUG runtime syncEmulator immediately=false
12993 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
12994 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
12994 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
12994 user_main_a DEBUG runtime Switching from Thread user_main to idle1
12994 user_main_a DEBUG runtime Starting Idle State...
12994 user_main_a DEBUG runtime syncEmulator immediately=true
12995 user_main_a DEBUG runtime syncEmulator immediately=true
12995 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
12996 user_main_a DEBUG runtime syncEmulator immediately=true
12996 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
12996 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
12997 user_main_a DEBUG runtime syncEmulator immediately=true
12998 user_main_a DEBUG runtime syncEmulator immediately=true
12999 user_main_a DEBUG runtime syncEmulator immediately=true
13000 user_main_a DEBUG runtime syncEmulator immediately=true
13001 user_main_a DEBUG runtime syncEmulator immediately=true
13002 user_main_a DEBUG runtime syncEmulator immediately=true
13002 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13002 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13002 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13002 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13003 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13003 user_main_a DEBUG runtime Switching to Thread idle1
13003 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13003 user_main_a DEBUG runtime Switching to Thread user_main
13003 user_main_a DEBUG runtime Ending Idle State
13004 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13004 user_main_a DEBUG runtime syncEmulator immediately=false
13004 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13004 user_main_a DEBUG runtime syncEmulator immediately=false
13004 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13004 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13005 user_main_a DEBUG runtime syncEmulator immediately=false
13005 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13005 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x20
13005 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13005 user_main_a DEBUG runtime syncEmulator immediately=false
13006 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D888)
13006 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D89C)
13006 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13006 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D99C)
13007 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x20, stall=0x0880D9A4)
13007 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13007 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x20, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13007 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13006 GUI DEBUG ge executeList PspGeList[id=0x20, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13008 GUI DEBUG ge fbp fbp=4000000, fbw=512
13008 GUI DEBUG ge fbw fbp=0, fbw=512
13008 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13008 GUI DEBUG ge base 08000000
13008 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13008 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13009 user_main_a DEBUG runtime Starting Idle State...
13009 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13009 user_main_a DEBUG runtime syncEmulator immediately=true
13009 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13010 user_main_a DEBUG runtime syncEmulator immediately=true
13010 GUI DEBUG ge clear mode : 5
13010 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13010 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13011 GUI DEBUG ge vaddr 0880d870
13011 GUI DEBUG ge Texture.hashCode: 8192 bytes
13011 GUI DEBUG ge tflush Reusing cached texture 4
13011 GUI DEBUG ge prim sprites 1x
13011 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13012 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13011 user_main_a DEBUG runtime syncEmulator immediately=true
13012 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13012 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13012 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13012 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13013 user_main_a DEBUG runtime syncEmulator immediately=true
13013 GUI DEBUG ge clear mode end
13013 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13013 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13013 GUI DEBUG ge tflush (deferring to prim)
13014 user_main_a DEBUG runtime syncEmulator immediately=true
13014 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13014 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13014 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13014 GUI DEBUG ge tflush (deferring to prim)
13014 GUI DEBUG ge sceGuTexFunc mode 000004
13015 user_main_a DEBUG runtime syncEmulator immediately=true
13015 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13015 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13015 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13015 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13016 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13016 user_main_a DEBUG runtime syncEmulator immediately=true
13016 GUI DEBUG ge material ambient a=1,0 (FF)
13016 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13016 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13016 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13017 user_main_a DEBUG runtime syncEmulator immediately=true
13017 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13017 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13017 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13017 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13018 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13018 user_main_a DEBUG runtime syncEmulator immediately=true
13018 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13018 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13018 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13019 GUI DEBUG ge glLoadMatrixf 0,0 -0,3 0,9 0,0
13019 user_main_a DEBUG runtime syncEmulator immediately=true
13019 GUI DEBUG ge glLoadMatrixf 0,0 -0,9 -0,3 0,0
13019 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13019 GUI DEBUG ge glLoadMatrixf 1,0 0,0 -0,0 0,0
13019 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13019 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13020 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13020 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13020 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13020 GUI DEBUG ge vaddr 0880a890
13021 user_main_a DEBUG runtime syncEmulator immediately=true
13021 GUI DEBUG ge prim triangle 12x
13021 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13021 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13021 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13022 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13022 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13022 GUI DEBUG ge finish (0)
13022 user_main_a DEBUG runtime syncEmulator immediately=true
13022 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x20, behavior=1, signalId=0x0
13022 GUI DEBUG ge end pc=0x880d9a4
13023 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x20, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13023 user_main_a DEBUG runtime syncEmulator immediately=true
13023 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x20, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13023 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13023 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13024 user_main_a DEBUG runtime Start of Callback 0x08806468
13024 user_main_a DEBUG runtime End of Callback 0x08806468
13024 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x20, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13024 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13024 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x20, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13024 user_main_a DEBUG runtime Ending Idle State
13025 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13025 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13025 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13025 idle1_6 DEBUG runtime Scheduled, restarting...
13025 user_main_a DEBUG runtime Waiting to be scheduled...
13025 idle1_6 DEBUG runtime syncEmulator immediately=false
13025 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13026 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13026 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13027 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13027 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13027 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13027 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13027 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13028 idle1_6 DEBUG runtime Waiting to be scheduled...
13028 user_main_a DEBUG runtime Scheduled, restarting...
13028 user_main_a DEBUG runtime syncEmulator immediately=false
13028 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13028 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13029 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13029 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13029 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13030 user_main_a DEBUG runtime Starting Idle State...
13030 user_main_a DEBUG runtime syncEmulator immediately=true
13031 user_main_a DEBUG runtime syncEmulator immediately=true
13032 user_main_a DEBUG runtime syncEmulator immediately=true
13032 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13032 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13033 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13033 user_main_a DEBUG runtime syncEmulator immediately=true
13034 user_main_a DEBUG runtime syncEmulator immediately=true
13035 user_main_a DEBUG runtime syncEmulator immediately=true
13036 user_main_a DEBUG runtime syncEmulator immediately=true
13036 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13036 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13036 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13036 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13037 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13037 user_main_a DEBUG runtime Switching to Thread idle1
13037 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13037 user_main_a DEBUG runtime Switching to Thread user_main
13037 user_main_a DEBUG runtime Ending Idle State
13037 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13038 user_main_a DEBUG runtime syncEmulator immediately=false
13038 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13038 user_main_a DEBUG runtime syncEmulator immediately=false
13038 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13039 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13039 user_main_a DEBUG runtime syncEmulator immediately=false
13039 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13039 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x21
13039 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13040 user_main_a DEBUG runtime syncEmulator immediately=false
13040 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D888)
13040 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13040 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D89C)
13040 GUI DEBUG ge executeList PspGeList[id=0x21, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13041 GUI DEBUG ge fbp fbp=4088000, fbw=512
13041 GUI DEBUG ge fbw fbp=88000, fbw=512
13040 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D99C)
13041 GUI DEBUG ge base 08000000
13041 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x21, stall=0x0880D9A4)
13042 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13041 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13042 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x21, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13042 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13042 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13042 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13042 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13043 GUI DEBUG ge clear mode : 5
13043 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13044 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13044 user_main_a DEBUG runtime Starting Idle State...
13044 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13044 user_main_a DEBUG runtime syncEmulator immediately=true
13044 GUI DEBUG ge vaddr 0880d870
13045 user_main_a DEBUG runtime syncEmulator immediately=true
13045 GUI DEBUG ge Texture.hashCode: 8192 bytes
13045 GUI DEBUG ge tflush Reusing cached texture 4
13045 GUI DEBUG ge prim sprites 1x
13045 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13046 user_main_a DEBUG runtime syncEmulator immediately=true
13046 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13046 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13046 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13046 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13047 user_main_a DEBUG runtime syncEmulator immediately=true
13047 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13047 GUI DEBUG ge clear mode end
13047 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13047 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13047 GUI DEBUG ge tflush (deferring to prim)
13048 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13048 user_main_a DEBUG runtime syncEmulator immediately=true
13048 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13048 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13048 GUI DEBUG ge tflush (deferring to prim)
13049 GUI DEBUG ge sceGuTexFunc mode 000004
13049 user_main_a DEBUG runtime syncEmulator immediately=true
13049 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13049 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13049 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13049 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13050 user_main_a DEBUG runtime syncEmulator immediately=true
13050 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13050 GUI DEBUG ge material ambient a=1,0 (FF)
13050 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13050 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13050 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13051 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13051 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13051 user_main_a DEBUG runtime syncEmulator immediately=true
13051 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13051 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13052 user_main_a DEBUG runtime syncEmulator immediately=true
13052 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13052 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13052 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13052 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13052 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13052 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13053 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13053 GUI DEBUG ge glLoadMatrixf 0,0 -0,3 0,9 0,0
13053 GUI DEBUG ge glLoadMatrixf 0,0 -0,9 -0,3 0,0
13053 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,0 0,0
13054 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13054 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13054 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13054 GUI DEBUG ge vaddr 0880a890
13054 GUI DEBUG ge prim triangle 12x
13055 user_main_a DEBUG runtime syncEmulator immediately=true
13055 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13055 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13055 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13055 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13056 user_main_a DEBUG runtime syncEmulator immediately=true
13056 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13056 GUI DEBUG ge finish (0)
13056 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x21, behavior=1, signalId=0x0
13056 GUI DEBUG ge end pc=0x880d9a4
13057 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x21, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13057 user_main_a DEBUG runtime syncEmulator immediately=true
13057 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x21, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13057 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13058 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13058 user_main_a DEBUG runtime Start of Callback 0x08806468
13058 user_main_a DEBUG runtime End of Callback 0x08806468
13058 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x21, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13058 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x21, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13059 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13059 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13059 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13059 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13059 user_main_a DEBUG runtime Ending Idle State
13060 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13060 user_main_a DEBUG runtime Waiting to be scheduled...
13060 idle1_6 DEBUG runtime Scheduled, restarting...
13061 idle1_6 DEBUG runtime syncEmulator immediately=false
13061 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13061 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13062 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13062 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13063 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13063 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13062 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13063 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13064 idle1_6 DEBUG runtime Waiting to be scheduled...
13064 user_main_a DEBUG runtime Scheduled, restarting...
13064 user_main_a DEBUG runtime syncEmulator immediately=false
13064 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13065 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13065 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13065 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13065 user_main_a DEBUG runtime Starting Idle State...
13065 user_main_a DEBUG runtime syncEmulator immediately=true
13067 user_main_a DEBUG runtime syncEmulator immediately=true
13067 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13067 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13068 user_main_a DEBUG runtime syncEmulator immediately=true
13068 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13069 user_main_a DEBUG runtime syncEmulator immediately=true
13069 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13069 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13069 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13069 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13070 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13070 user_main_a DEBUG runtime Switching to Thread idle1
13070 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13070 user_main_a DEBUG runtime Switching to Thread user_main
13070 user_main_a DEBUG runtime Ending Idle State
13071 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13071 user_main_a DEBUG runtime syncEmulator immediately=false
13071 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13071 user_main_a DEBUG runtime syncEmulator immediately=false
13071 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13072 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13072 user_main_a DEBUG runtime syncEmulator immediately=false
13072 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13072 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x22
13073 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13073 user_main_a DEBUG runtime syncEmulator immediately=false
13073 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D888)
13073 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13073 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D89C)
13073 GUI DEBUG ge executeList PspGeList[id=0x22, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13074 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D99C)
13074 GUI DEBUG ge fbp fbp=4000000, fbw=512
13074 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x22, stall=0x0880D9A4)
13074 GUI DEBUG ge fbw fbp=0, fbw=512
13074 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13075 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x22, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13075 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13075 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13075 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13075 GUI DEBUG ge base 08000000
13076 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13076 user_main_a DEBUG runtime Starting Idle State...
13076 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13076 user_main_a DEBUG runtime syncEmulator immediately=true
13076 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13077 GUI DEBUG ge clear mode : 5
13077 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13078 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13078 user_main_a DEBUG runtime syncEmulator immediately=true
13078 GUI DEBUG ge vaddr 0880d870
13078 GUI DEBUG ge Texture.hashCode: 8192 bytes
13078 GUI DEBUG ge tflush Reusing cached texture 4
13078 GUI DEBUG ge prim sprites 1x
13079 user_main_a DEBUG runtime syncEmulator immediately=true
13079 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13079 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13079 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13079 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13080 user_main_a DEBUG runtime syncEmulator immediately=true
13080 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13080 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13080 GUI DEBUG ge clear mode end
13080 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13081 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13081 GUI DEBUG ge tflush (deferring to prim)
13081 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13081 user_main_a DEBUG runtime syncEmulator immediately=true
13081 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13082 user_main_a DEBUG runtime syncEmulator immediately=true
13082 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13082 GUI DEBUG ge tflush (deferring to prim)
13082 GUI DEBUG ge sceGuTexFunc mode 000004
13082 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13082 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13083 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13083 user_main_a DEBUG runtime syncEmulator immediately=true
13083 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13083 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13083 GUI DEBUG ge material ambient a=1,0 (FF)
13084 user_main_a DEBUG runtime syncEmulator immediately=true
13084 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13084 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13084 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13084 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13085 user_main_a DEBUG runtime syncEmulator immediately=true
13085 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13085 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13085 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13085 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13085 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13086 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13086 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13086 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13086 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13086 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13087 user_main_a DEBUG runtime syncEmulator immediately=true
13087 GUI DEBUG ge glLoadMatrixf 0,0 -0,4 0,9 0,0
13087 GUI DEBUG ge glLoadMatrixf 0,1 -0,9 -0,4 0,0
13087 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,0 0,0
13087 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13088 user_main_a DEBUG runtime syncEmulator immediately=true
13088 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13088 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13088 GUI DEBUG ge vaddr 0880a890
13088 GUI DEBUG ge prim triangle 12x
13089 user_main_a DEBUG runtime syncEmulator immediately=true
13089 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13089 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13089 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13089 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13089 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13090 user_main_a DEBUG runtime syncEmulator immediately=true
13090 GUI DEBUG ge finish (0)
13090 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x22, behavior=1, signalId=0x0
13090 GUI DEBUG ge end pc=0x880d9a4
13090 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x22, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13091 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x22, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13091 user_main_a DEBUG runtime syncEmulator immediately=true
13091 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13091 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13091 user_main_a DEBUG runtime Start of Callback 0x08806468
13092 user_main_a DEBUG runtime End of Callback 0x08806468
13092 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x22, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13092 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13092 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x22, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13092 user_main_a DEBUG runtime Ending Idle State
13093 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13093 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13093 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13093 idle1_6 DEBUG runtime Scheduled, restarting...
13093 user_main_a DEBUG runtime Waiting to be scheduled...
13094 idle1_6 DEBUG runtime syncEmulator immediately=false
13093 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13094 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13094 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13095 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13095 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13095 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13095 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13095 idle1_6 DEBUG runtime Waiting to be scheduled...
13095 user_main_a DEBUG runtime Scheduled, restarting...
13096 user_main_a DEBUG runtime syncEmulator immediately=false
13097 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13097 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13097 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13098 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13098 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13098 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13098 user_main_a DEBUG runtime Starting Idle State...
13098 user_main_a DEBUG runtime syncEmulator immediately=true
13100 user_main_a DEBUG runtime syncEmulator immediately=true
13100 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13100 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13101 user_main_a DEBUG runtime syncEmulator immediately=true
13101 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13102 user_main_a DEBUG runtime syncEmulator immediately=true
13102 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13102 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13102 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13102 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13103 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13103 user_main_a DEBUG runtime Switching to Thread idle1
13103 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13103 user_main_a DEBUG runtime Switching to Thread user_main
13104 user_main_a DEBUG runtime Ending Idle State
13104 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13104 user_main_a DEBUG runtime syncEmulator immediately=false
13104 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13104 user_main_a DEBUG runtime syncEmulator immediately=false
13105 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13105 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13105 user_main_a DEBUG runtime syncEmulator immediately=false
13105 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13106 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x23
13106 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13106 user_main_a DEBUG runtime syncEmulator immediately=false
13106 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D888)
13106 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13106 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D89C)
13107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D99C)
13107 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x23, stall=0x0880D9A4)
13107 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13107 GUI DEBUG ge executeList PspGeList[id=0x23, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13107 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x23, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13108 GUI DEBUG ge fbp fbp=4088000, fbw=512
13108 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13108 GUI DEBUG ge fbw fbp=88000, fbw=512
13108 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13109 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13108 GUI DEBUG ge base 08000000
13109 user_main_a DEBUG runtime Starting Idle State...
13109 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13109 user_main_a DEBUG runtime syncEmulator immediately=true
13109 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13110 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13110 GUI DEBUG ge clear mode : 5
13111 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13111 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13111 user_main_a DEBUG runtime syncEmulator immediately=true
13111 GUI DEBUG ge vaddr 0880d870
13112 user_main_a DEBUG runtime syncEmulator immediately=true
13112 GUI DEBUG ge Texture.hashCode: 8192 bytes
13112 GUI DEBUG ge tflush Reusing cached texture 4
13112 GUI DEBUG ge prim sprites 1x
13112 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13112 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13113 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13113 user_main_a DEBUG runtime syncEmulator immediately=true
13113 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13113 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13113 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13114 user_main_a DEBUG runtime syncEmulator immediately=true
13114 GUI DEBUG ge clear mode end
13114 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13114 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13114 GUI DEBUG ge tflush (deferring to prim)
13115 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13115 user_main_a DEBUG runtime syncEmulator immediately=true
13115 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13115 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13115 GUI DEBUG ge tflush (deferring to prim)
13116 user_main_a DEBUG runtime syncEmulator immediately=true
13116 GUI DEBUG ge sceGuTexFunc mode 000004
13116 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13116 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13116 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13117 user_main_a DEBUG runtime syncEmulator immediately=true
13117 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13117 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13117 GUI DEBUG ge material ambient a=1,0 (FF)
13117 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13118 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13118 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13118 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13118 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13118 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13118 user_main_a DEBUG runtime syncEmulator immediately=true
13119 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13119 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13119 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13119 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13119 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13119 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13120 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13120 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13120 GUI DEBUG ge glLoadMatrixf 0,1 -0,4 0,9 0,0
13120 GUI DEBUG ge glLoadMatrixf 0,1 -0,9 -0,4 0,0
13121 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,0 0,0
13121 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13121 user_main_a DEBUG runtime syncEmulator immediately=true
13121 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13121 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13122 user_main_a DEBUG runtime syncEmulator immediately=true
13122 GUI DEBUG ge vaddr 0880a890
13122 GUI DEBUG ge prim triangle 12x
13122 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13122 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13123 user_main_a DEBUG runtime syncEmulator immediately=true
13123 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13123 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13123 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13124 user_main_a DEBUG runtime syncEmulator immediately=true
13124 GUI DEBUG ge finish (0)
13124 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x23, behavior=1, signalId=0x0
13124 GUI DEBUG ge end pc=0x880d9a4
13124 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x23, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13125 user_main_a DEBUG runtime syncEmulator immediately=true
13125 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x23, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13125 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13125 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13125 user_main_a DEBUG runtime Start of Callback 0x08806468
13126 user_main_a DEBUG runtime End of Callback 0x08806468
13126 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x23, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13126 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13126 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x23, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13126 user_main_a DEBUG runtime Ending Idle State
13126 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13127 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13127 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13127 idle1_6 DEBUG runtime Scheduled, restarting...
13134 idle1_6 DEBUG runtime syncEmulator immediately=false
13127 user_main_a DEBUG runtime Waiting to be scheduled...
13134 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13127 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13134 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13135 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13135 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13135 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13135 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13135 idle1_6 DEBUG runtime Waiting to be scheduled...
13135 user_main_a DEBUG runtime Scheduled, restarting...
13135 user_main_a DEBUG runtime syncEmulator immediately=false
13136 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13136 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13136 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13136 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13136 user_main_a DEBUG runtime syncEmulator immediately=false
13136 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13136 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13136 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13137 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13137 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13137 user_main_a DEBUG runtime Starting Idle State...
13137 user_main_a DEBUG runtime syncEmulator immediately=true
13137 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13138 user_main_a DEBUG runtime syncEmulator immediately=true
13139 user_main_a DEBUG runtime syncEmulator immediately=true
13139 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13139 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13139 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13140 user_main_a DEBUG runtime syncEmulator immediately=true
13141 user_main_a DEBUG runtime syncEmulator immediately=true
13142 user_main_a DEBUG runtime syncEmulator immediately=true
13143 user_main_a DEBUG runtime syncEmulator immediately=true
13144 user_main_a DEBUG runtime syncEmulator immediately=true
13145 user_main_a DEBUG runtime syncEmulator immediately=true
13146 user_main_a DEBUG runtime syncEmulator immediately=true
13147 user_main_a DEBUG runtime syncEmulator immediately=true
13148 user_main_a DEBUG runtime syncEmulator immediately=true
13149 user_main_a DEBUG runtime syncEmulator immediately=true
13150 user_main_a DEBUG runtime syncEmulator immediately=true
13151 user_main_a DEBUG runtime syncEmulator immediately=true
13152 user_main_a DEBUG runtime syncEmulator immediately=true
13152 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13152 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13152 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13152 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13152 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13152 user_main_a DEBUG runtime Switching to Thread idle1
13153 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13153 user_main_a DEBUG runtime Switching to Thread user_main
13153 user_main_a DEBUG runtime Ending Idle State
13153 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13153 user_main_a DEBUG runtime syncEmulator immediately=false
13153 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13153 user_main_a DEBUG runtime syncEmulator immediately=false
13153 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13154 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13154 user_main_a DEBUG runtime syncEmulator immediately=false
13154 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13154 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x24
13154 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13154 user_main_a DEBUG runtime syncEmulator immediately=false
13154 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D888)
13155 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13155 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D89C)
13155 GUI DEBUG ge executeList PspGeList[id=0x24, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13155 GUI DEBUG ge fbp fbp=4000000, fbw=512
13155 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D99C)
13155 GUI DEBUG ge fbw fbp=0, fbw=512
13155 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x24, stall=0x0880D9A4)
13155 GUI DEBUG ge base 08000000
13155 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13156 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x24, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13155 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13156 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13156 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13156 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13156 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13156 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13156 user_main_a DEBUG runtime Starting Idle State...
13157 user_main_a DEBUG runtime syncEmulator immediately=true
13157 GUI DEBUG ge clear mode : 5
13157 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13157 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13157 GUI DEBUG ge vaddr 0880d870
13157 GUI DEBUG ge Texture.hashCode: 8192 bytes
13157 GUI DEBUG ge tflush Reusing cached texture 4
13157 GUI DEBUG ge prim sprites 1x
13158 user_main_a DEBUG runtime syncEmulator immediately=true
13158 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13158 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13158 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13158 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13158 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13158 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13158 GUI DEBUG ge clear mode end
13159 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13159 user_main_a DEBUG runtime syncEmulator immediately=true
13159 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13159 GUI DEBUG ge tflush (deferring to prim)
13159 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13159 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13159 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13159 GUI DEBUG ge tflush (deferring to prim)
13159 GUI DEBUG ge sceGuTexFunc mode 000004
13159 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13160 user_main_a DEBUG runtime syncEmulator immediately=true
13160 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13160 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13160 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13160 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13160 GUI DEBUG ge material ambient a=1,0 (FF)
13160 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13160 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13161 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13161 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13161 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13161 user_main_a DEBUG runtime syncEmulator immediately=true
13161 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13161 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13161 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13161 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13161 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13162 user_main_a DEBUG runtime syncEmulator immediately=true
13162 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13162 GUI DEBUG ge glLoadMatrixf 0,1 -0,4 0,9 0,0
13162 GUI DEBUG ge glLoadMatrixf 0,1 -0,9 -0,5 0,0
13162 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,0 0,0
13162 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13162 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13162 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13162 GUI DEBUG ge vaddr 0880a890
13163 user_main_a DEBUG runtime syncEmulator immediately=true
13163 GUI DEBUG ge prim triangle 12x
13163 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13163 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13163 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13163 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13163 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13163 GUI DEBUG ge finish (0)
13164 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x24, behavior=1, signalId=0x0
13164 user_main_a DEBUG runtime syncEmulator immediately=true
13164 GUI DEBUG ge end pc=0x880d9a4
13164 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13164 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x24, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13164 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13164 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x24, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13164 user_main_a DEBUG runtime Start of Callback 0x08806468
13165 user_main_a DEBUG runtime End of Callback 0x08806468
13165 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x24, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13165 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13165 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x24, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13165 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13165 user_main_a DEBUG runtime Ending Idle State
13165 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13165 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13165 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13166 idle1_6 DEBUG runtime Scheduled, restarting...
13166 idle1_6 DEBUG runtime syncEmulator immediately=false
13166 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13166 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13166 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13166 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13166 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13167 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13166 user_main_a DEBUG runtime Waiting to be scheduled...
13167 idle1_6 DEBUG runtime Waiting to be scheduled...
13167 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13167 user_main_a DEBUG runtime Scheduled, restarting...
13167 user_main_a DEBUG runtime syncEmulator immediately=false
13167 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13168 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13168 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13168 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13168 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13168 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceDisplay.hleVblankStart'
13168 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13170 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13175 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13175 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13175 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13175 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13175 user_main_a DEBUG runtime Switching to Thread idle1
13176 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13176 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13176 user_main_a DEBUG runtime Switching to Thread user_main
13176 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13176 user_main_a DEBUG runtime syncEmulator immediately=false
13176 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13176 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13176 user_main_a DEBUG runtime syncEmulator immediately=false
13177 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13177 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x25
13177 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13177 user_main_a DEBUG runtime syncEmulator immediately=false
13177 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D888)
13177 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13177 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D89C)
13177 GUI DEBUG ge executeList PspGeList[id=0x25, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13178 GUI DEBUG ge fbp fbp=4088000, fbw=512
13178 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D99C)
13178 GUI DEBUG ge fbw fbp=88000, fbw=512
13178 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x25, stall=0x0880D9A4)
13178 GUI DEBUG ge base 08000000
13178 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13178 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13178 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x25, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13179 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13179 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13179 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13179 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13179 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13179 user_main_a DEBUG runtime Starting Idle State...
13179 GUI DEBUG ge clear mode : 5
13179 user_main_a DEBUG runtime syncEmulator immediately=true
13179 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13180 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13180 GUI DEBUG ge vaddr 0880d870
13180 GUI DEBUG ge Texture.hashCode: 8192 bytes
13180 GUI DEBUG ge tflush Reusing cached texture 4
13180 GUI DEBUG ge prim sprites 1x
13180 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13180 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13181 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13181 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13181 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13181 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13181 user_main_a DEBUG runtime syncEmulator immediately=true
13181 GUI DEBUG ge clear mode end
13181 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13182 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13182 GUI DEBUG ge tflush (deferring to prim)
13182 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13182 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13182 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13182 user_main_a DEBUG runtime syncEmulator immediately=true
13182 GUI DEBUG ge tflush (deferring to prim)
13183 user_main_a DEBUG runtime syncEmulator immediately=true
13183 GUI DEBUG ge sceGuTexFunc mode 000004
13183 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13183 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13183 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13183 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13183 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13183 GUI DEBUG ge material ambient a=1,0 (FF)
13184 user_main_a DEBUG runtime syncEmulator immediately=true
13184 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13184 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13184 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13184 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13184 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13184 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13184 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13185 user_main_a DEBUG runtime syncEmulator immediately=true
13185 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13185 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13185 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13185 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13185 GUI DEBUG ge glLoadMatrixf 0,1 -0,5 0,9 0,0
13185 GUI DEBUG ge glLoadMatrixf 0,1 -0,9 -0,5 0,0
13185 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,0 0,0
13185 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13186 user_main_a DEBUG runtime syncEmulator immediately=true
13186 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13186 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13186 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13186 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13186 GUI DEBUG ge vaddr 0880a890
13186 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13186 GUI DEBUG ge prim triangle 12x
13187 user_main_a DEBUG runtime syncEmulator immediately=true
13187 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13187 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13187 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13187 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13187 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13187 GUI DEBUG ge finish (0)
13188 user_main_a DEBUG runtime syncEmulator immediately=true
13188 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x25, behavior=1, signalId=0x0
13188 GUI DEBUG ge end pc=0x880d9a4
13188 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x25, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13188 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x25, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13189 user_main_a DEBUG runtime syncEmulator immediately=true
13189 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13189 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13189 user_main_a DEBUG runtime Start of Callback 0x08806468
13189 user_main_a DEBUG runtime End of Callback 0x08806468
13189 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x25, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13189 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13189 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x25, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13189 user_main_a DEBUG runtime Ending Idle State
13190 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13190 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13190 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13190 idle1_6 DEBUG runtime Scheduled, restarting...
13190 user_main_a DEBUG runtime Waiting to be scheduled...
13190 idle1_6 DEBUG runtime syncEmulator immediately=false
13190 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13190 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13191 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13191 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13191 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13191 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13191 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13192 idle1_6 DEBUG runtime Waiting to be scheduled...
13192 user_main_a DEBUG runtime Scheduled, restarting...
13192 user_main_a DEBUG runtime syncEmulator immediately=false
13193 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13193 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13193 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13193 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13193 user_main_a DEBUG runtime Starting Idle State...
13193 user_main_a DEBUG runtime syncEmulator immediately=true
13195 user_main_a DEBUG runtime syncEmulator immediately=true
13196 user_main_a DEBUG runtime syncEmulator immediately=true
13197 user_main_a DEBUG runtime syncEmulator immediately=true
13198 user_main_a DEBUG runtime syncEmulator immediately=true
13199 user_main_a DEBUG runtime syncEmulator immediately=true
13199 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13200 user_main_a DEBUG runtime syncEmulator immediately=true
13200 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13201 user_main_a DEBUG runtime syncEmulator immediately=true
13202 user_main_a DEBUG runtime syncEmulator immediately=true
13202 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13202 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13202 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13202 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13202 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13202 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13203 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13203 user_main_a DEBUG runtime Switching to Thread idle1
13203 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13203 user_main_a DEBUG runtime Switching to Thread user_main
13203 user_main_a DEBUG runtime Ending Idle State
13203 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13203 user_main_a DEBUG runtime syncEmulator immediately=false
13203 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13203 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13204 user_main_a DEBUG runtime syncEmulator immediately=false
13204 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13204 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13204 user_main_a DEBUG runtime syncEmulator immediately=false
13204 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13205 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x26
13205 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13205 user_main_a DEBUG runtime syncEmulator immediately=false
13205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D888)
13205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D89C)
13205 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13205 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D99C)
13205 GUI DEBUG ge executeList PspGeList[id=0x26, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13206 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x26, stall=0x0880D9A4)
13206 GUI DEBUG ge fbp fbp=4000000, fbw=512
13206 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13206 GUI DEBUG ge fbw fbp=0, fbw=512
13206 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x26, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13206 GUI DEBUG ge base 08000000
13206 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13206 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13206 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13207 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13207 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13207 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13207 user_main_a DEBUG runtime Starting Idle State...
13207 user_main_a DEBUG runtime syncEmulator immediately=true
13207 GUI DEBUG ge clear mode : 5
13208 user_main_a DEBUG runtime syncEmulator immediately=true
13208 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13208 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13208 GUI DEBUG ge vaddr 0880d870
13208 GUI DEBUG ge Texture.hashCode: 8192 bytes
13208 GUI DEBUG ge tflush Reusing cached texture 4
13208 GUI DEBUG ge prim sprites 1x
13209 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13209 user_main_a DEBUG runtime syncEmulator immediately=true
13209 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13209 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13209 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13209 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13209 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13209 GUI DEBUG ge clear mode end
13210 user_main_a DEBUG runtime syncEmulator immediately=true
13210 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13210 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13210 GUI DEBUG ge tflush (deferring to prim)
13210 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13210 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13210 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13210 GUI DEBUG ge tflush (deferring to prim)
13211 GUI DEBUG ge sceGuTexFunc mode 000004
13211 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13211 user_main_a DEBUG runtime syncEmulator immediately=true
13211 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13211 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13211 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13211 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13211 GUI DEBUG ge material ambient a=1,0 (FF)
13212 user_main_a DEBUG runtime syncEmulator immediately=true
13212 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13212 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13212 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13212 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13212 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13212 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13213 user_main_a DEBUG runtime syncEmulator immediately=true
13213 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13213 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13213 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13213 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13213 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13213 GUI DEBUG ge glLoadMatrixf 0,1 -0,5 0,9 0,0
13213 GUI DEBUG ge glLoadMatrixf 0,1 -0,9 -0,5 0,0
13214 GUI DEBUG ge glLoadMatrixf 1,0 0,1 -0,0 0,0
13214 user_main_a DEBUG runtime syncEmulator immediately=true
13222 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13223 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13223 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13222 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13223 GUI DEBUG ge vaddr 0880a890
13223 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13223 GUI DEBUG ge prim triangle 12x
13223 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13223 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13224 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13224 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13224 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13224 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13224 GUI DEBUG ge finish (0)
13224 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x26, behavior=1, signalId=0x0
13225 GUI DEBUG ge end pc=0x880d9a4
13225 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x26, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13225 user_main_a DEBUG runtime syncEmulator immediately=true
13225 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x26, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13225 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13225 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13225 user_main_a DEBUG runtime Start of Callback 0x08806468
13226 user_main_a DEBUG runtime End of Callback 0x08806468
13226 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x26, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13226 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13226 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x26, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13226 user_main_a DEBUG runtime Ending Idle State
13226 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13226 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13226 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13227 idle1_6 DEBUG runtime Scheduled, restarting...
13227 user_main_a DEBUG runtime Waiting to be scheduled...
13227 idle1_6 DEBUG runtime syncEmulator immediately=false
13227 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13227 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13227 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13227 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13228 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13228 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13228 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13228 idle1_6 DEBUG runtime Waiting to be scheduled...
13228 user_main_a DEBUG runtime Scheduled, restarting...
13228 user_main_a DEBUG runtime syncEmulator immediately=false
13228 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13229 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13229 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13229 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13229 user_main_a DEBUG runtime Starting Idle State...
13229 user_main_a DEBUG runtime syncEmulator immediately=true
13230 user_main_a DEBUG runtime syncEmulator immediately=true
13231 user_main_a DEBUG runtime syncEmulator immediately=true
13232 user_main_a DEBUG runtime syncEmulator immediately=true
13232 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13233 user_main_a DEBUG runtime syncEmulator immediately=true
13233 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13234 user_main_a DEBUG runtime syncEmulator immediately=true
13235 user_main_a DEBUG runtime syncEmulator immediately=true
13235 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13235 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13235 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13236 user_main_a DEBUG runtime syncEmulator immediately=true
13236 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13236 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13236 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13236 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13237 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13237 user_main_a DEBUG runtime Switching to Thread idle1
13237 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13237 user_main_a DEBUG runtime Switching to Thread user_main
13237 user_main_a DEBUG runtime Ending Idle State
13237 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13237 user_main_a DEBUG runtime syncEmulator immediately=false
13238 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13238 user_main_a DEBUG runtime syncEmulator immediately=false
13238 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13238 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13238 user_main_a DEBUG runtime syncEmulator immediately=false
13238 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13239 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x27
13239 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13239 user_main_a DEBUG runtime syncEmulator immediately=false
13239 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D888)
13239 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13239 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D89C)
13239 GUI DEBUG ge executeList PspGeList[id=0x27, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13240 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D99C)
13240 GUI DEBUG ge fbp fbp=4088000, fbw=512
13240 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x27, stall=0x0880D9A4)
13240 GUI DEBUG ge fbw fbp=88000, fbw=512
13240 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13240 GUI DEBUG ge base 08000000
13240 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x27, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13241 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13241 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13240 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13241 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13241 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13241 user_main_a DEBUG runtime Starting Idle State...
13241 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13241 user_main_a DEBUG runtime syncEmulator immediately=true
13242 GUI DEBUG ge clear mode : 5
13242 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13242 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13242 GUI DEBUG ge vaddr 0880d870
13243 user_main_a DEBUG runtime syncEmulator immediately=true
13243 GUI DEBUG ge Texture.hashCode: 8192 bytes
13243 GUI DEBUG ge tflush Reusing cached texture 4
13243 GUI DEBUG ge prim sprites 1x
13243 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13243 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13243 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13243 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13244 user_main_a DEBUG runtime syncEmulator immediately=true
13244 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13244 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13244 GUI DEBUG ge clear mode end
13244 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13244 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13244 GUI DEBUG ge tflush (deferring to prim)
13245 user_main_a DEBUG runtime syncEmulator immediately=true
13245 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13245 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13245 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13245 GUI DEBUG ge tflush (deferring to prim)
13245 GUI DEBUG ge sceGuTexFunc mode 000004
13245 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13245 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13246 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13246 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13246 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13246 GUI DEBUG ge material ambient a=1,0 (FF)
13246 user_main_a DEBUG runtime syncEmulator immediately=true
13246 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13246 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13247 user_main_a DEBUG runtime syncEmulator immediately=true
13247 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13247 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13247 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13247 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13247 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13247 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13248 user_main_a DEBUG runtime syncEmulator immediately=true
13248 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13248 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13248 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13248 GUI DEBUG ge glLoadMatrixf 0,1 -0,5 0,8 0,0
13248 GUI DEBUG ge glLoadMatrixf 0,1 -0,8 -0,5 0,0
13248 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,0 0,0
13249 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13249 user_main_a DEBUG runtime syncEmulator immediately=true
13249 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13249 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13249 GUI DEBUG ge vaddr 0880a890
13249 GUI DEBUG ge prim triangle 12x
13249 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13249 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13250 user_main_a DEBUG runtime syncEmulator immediately=true
13250 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13250 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13250 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13250 GUI DEBUG ge finish (0)
13250 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x27, behavior=1, signalId=0x0
13251 GUI DEBUG ge end pc=0x880d9a4
13251 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x27, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13251 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x27, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13251 user_main_a DEBUG runtime syncEmulator immediately=true
13251 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13251 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13251 user_main_a DEBUG runtime Start of Callback 0x08806468
13252 user_main_a DEBUG runtime End of Callback 0x08806468
13252 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x27, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13252 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13252 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x27, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13252 user_main_a DEBUG runtime Ending Idle State
13252 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13252 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13252 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13253 idle1_6 DEBUG runtime Scheduled, restarting...
13253 user_main_a DEBUG runtime Waiting to be scheduled...
13253 idle1_6 DEBUG runtime syncEmulator immediately=false
13253 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13253 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13253 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13254 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13254 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13254 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13254 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13254 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13254 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13255 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13255 idle1_6 DEBUG runtime Waiting to be scheduled...
13255 user_main_a DEBUG runtime Scheduled, restarting...
13255 user_main_a DEBUG runtime syncEmulator immediately=false
13255 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13255 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13255 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13256 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13256 user_main_a DEBUG runtime Starting Idle State...
13256 user_main_a DEBUG runtime syncEmulator immediately=true
13257 user_main_a DEBUG runtime syncEmulator immediately=true
13258 user_main_a DEBUG runtime syncEmulator immediately=true
13259 user_main_a DEBUG runtime syncEmulator immediately=true
13260 user_main_a DEBUG runtime syncEmulator immediately=true
13261 user_main_a DEBUG runtime syncEmulator immediately=true
13262 user_main_a DEBUG runtime syncEmulator immediately=true
13263 user_main_a DEBUG runtime syncEmulator immediately=true
13264 user_main_a DEBUG runtime syncEmulator immediately=true
13265 user_main_a DEBUG runtime syncEmulator immediately=true
13266 user_main_a DEBUG runtime syncEmulator immediately=true
13266 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13266 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13267 user_main_a DEBUG runtime syncEmulator immediately=true
13268 user_main_a DEBUG runtime syncEmulator immediately=true
13269 user_main_a DEBUG runtime syncEmulator immediately=true
13269 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13269 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13269 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13269 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13269 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13269 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13269 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13270 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13270 user_main_a DEBUG runtime Switching to Thread idle1
13270 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13270 user_main_a DEBUG runtime Switching to Thread user_main
13270 user_main_a DEBUG runtime Ending Idle State
13270 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13271 user_main_a DEBUG runtime syncEmulator immediately=false
13271 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13271 user_main_a DEBUG runtime syncEmulator immediately=false
13271 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13271 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13272 user_main_a DEBUG runtime syncEmulator immediately=false
13272 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13272 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x28
13272 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13272 user_main_a DEBUG runtime syncEmulator immediately=false
13272 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D888)
13273 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13273 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D89C)
13273 GUI DEBUG ge executeList PspGeList[id=0x28, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13273 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D99C)
13273 GUI DEBUG ge fbp fbp=4000000, fbw=512
13273 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x28, stall=0x0880D9A4)
13273 GUI DEBUG ge fbw fbp=0, fbw=512
13273 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13274 GUI DEBUG ge base 08000000
13274 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x28, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13274 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13274 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13274 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13274 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13274 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13275 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13275 user_main_a DEBUG runtime Starting Idle State...
13275 user_main_a DEBUG runtime syncEmulator immediately=true
13275 GUI DEBUG ge clear mode : 5
13275 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13275 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13276 user_main_a DEBUG runtime syncEmulator immediately=true
13276 GUI DEBUG ge vaddr 0880d870
13276 GUI DEBUG ge Texture.hashCode: 8192 bytes
13276 GUI DEBUG ge tflush Reusing cached texture 4
13276 GUI DEBUG ge prim sprites 1x
13276 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13276 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13277 user_main_a DEBUG runtime syncEmulator immediately=true
13277 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13277 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13277 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13277 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13277 GUI DEBUG ge clear mode end
13277 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13278 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13278 GUI DEBUG ge tflush (deferring to prim)
13278 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13278 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13278 user_main_a DEBUG runtime syncEmulator immediately=true
13278 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13278 GUI DEBUG ge tflush (deferring to prim)
13279 user_main_a DEBUG runtime syncEmulator immediately=true
13279 GUI DEBUG ge sceGuTexFunc mode 000004
13279 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13279 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13279 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13279 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13279 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13280 user_main_a DEBUG runtime syncEmulator immediately=true
13280 GUI DEBUG ge material ambient a=1,0 (FF)
13280 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13280 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13280 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13280 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13280 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13281 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13281 user_main_a DEBUG runtime syncEmulator immediately=true
13281 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13281 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13281 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13281 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13282 user_main_a DEBUG runtime syncEmulator immediately=true
13282 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13282 GUI DEBUG ge glLoadMatrixf 0,1 -0,6 0,8 0,0
13282 GUI DEBUG ge glLoadMatrixf 0,1 -0,8 -0,6 0,0
13282 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,0 0,0
13282 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13282 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13283 user_main_a DEBUG runtime syncEmulator immediately=true
13283 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13283 GUI DEBUG ge vaddr 0880a890
13283 GUI DEBUG ge prim triangle 12x
13283 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13283 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13283 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13284 user_main_a DEBUG runtime syncEmulator immediately=true
13284 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13284 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13284 GUI DEBUG ge finish (0)
13284 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x28, behavior=1, signalId=0x0
13284 GUI DEBUG ge end pc=0x880d9a4
13285 user_main_a DEBUG runtime syncEmulator immediately=true
13285 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x28, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13285 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13285 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x28, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13285 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13285 user_main_a DEBUG runtime Start of Callback 0x08806468
13285 user_main_a DEBUG runtime End of Callback 0x08806468
13286 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x28, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13286 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13286 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x28, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13286 user_main_a DEBUG runtime Ending Idle State
13286 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13286 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13286 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13286 idle1_6 DEBUG runtime Scheduled, restarting...
13286 user_main_a DEBUG runtime Waiting to be scheduled...
13287 idle1_6 DEBUG runtime syncEmulator immediately=false
13287 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13287 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13287 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13288 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13288 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13288 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13288 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13288 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13288 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13289 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13289 idle1_6 DEBUG runtime Waiting to be scheduled...
13289 user_main_a DEBUG runtime Scheduled, restarting...
13289 user_main_a DEBUG runtime syncEmulator immediately=false
13289 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13289 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13289 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13290 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13290 user_main_a DEBUG runtime Starting Idle State...
13290 user_main_a DEBUG runtime syncEmulator immediately=true
13291 user_main_a DEBUG runtime syncEmulator immediately=true
13292 user_main_a DEBUG runtime syncEmulator immediately=true
13293 user_main_a DEBUG runtime syncEmulator immediately=true
13294 user_main_a DEBUG runtime syncEmulator immediately=true
13295 user_main_a DEBUG runtime syncEmulator immediately=true
13296 user_main_a DEBUG runtime syncEmulator immediately=true
13297 user_main_a DEBUG runtime syncEmulator immediately=true
13298 user_main_a DEBUG runtime syncEmulator immediately=true
13299 user_main_a DEBUG runtime syncEmulator immediately=true
13299 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13300 user_main_a DEBUG runtime syncEmulator immediately=true
13300 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13301 user_main_a DEBUG runtime syncEmulator immediately=true
13302 user_main_a DEBUG runtime syncEmulator immediately=true
13302 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13302 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13302 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13302 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13302 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13303 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13302 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13303 user_main_a DEBUG runtime Switching to Thread idle1
13303 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13303 user_main_a DEBUG runtime Switching to Thread user_main
13303 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13303 user_main_a DEBUG runtime Ending Idle State
13304 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13304 user_main_a DEBUG runtime syncEmulator immediately=false
13304 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13304 user_main_a DEBUG runtime syncEmulator immediately=false
13304 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13304 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13305 user_main_a DEBUG runtime syncEmulator immediately=false
13305 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13305 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x29
13305 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13305 user_main_a DEBUG runtime syncEmulator immediately=false
13306 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D888)
13306 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D89C)
13306 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13306 user_main_a DEBUG compiler Compiling _S1_2_8807850
13306 GUI DEBUG ge executeList PspGeList[id=0x29, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13306 GUI DEBUG ge fbp fbp=4088000, fbw=512
13306 user_main_a DEBUG compiler CodeInstruction.compile > 0x8807850 - mfc1 $v1, $f12
13306 GUI DEBUG ge fbw fbp=88000, fbw=512
13307 user_main_a DEBUG compiler CodeInstruction.compile 0x8807854 - lui $v0, 0x7FFF <=> li $v0, 0x7FFF0000
13307 GUI DEBUG ge base 08000000
13307 user_main_a DEBUG compiler CodeInstruction.compile 0x8807858 - ori $v0, $v0, -1
13307 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13307 user_main_a DEBUG compiler CodeInstruction.compile 0x880785C - and $v1, $v1, $v0
13307 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13308 user_main_a DEBUG compiler CodeInstruction.compile 0x8807860 - mtc1 $v1, $f0
13308 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13308 user_main_a DEBUG compiler CodeInstruction.compile 0x8807864 - jr $ra
13308 user_main_a DEBUG compiler CodeInstruction.compile 0x8807868 - nop
13308 GUI DEBUG ge clear mode : 5
13308 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13309 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13309 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D99C)
13309 GUI DEBUG ge vaddr 0880d870
13309 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x29, stall=0x0880D9A4)
13309 GUI DEBUG ge Texture.hashCode: 8192 bytes
13309 GUI DEBUG ge tflush Reusing cached texture 4
13310 GUI DEBUG ge prim sprites 1x
13310 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13310 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13310 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13310 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13309 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13310 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13311 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13311 GUI DEBUG ge clear mode end
13310 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x29, status=PSP_GE_LIST_DRAWING, pc=0x0880D89C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13311 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13311 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13311 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13311 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13312 GUI DEBUG ge tflush (deferring to prim)
13312 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13312 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13312 user_main_a DEBUG runtime Starting Idle State...
13312 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13312 user_main_a DEBUG runtime syncEmulator immediately=true
13312 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13313 GUI DEBUG ge tflush (deferring to prim)
13313 GUI DEBUG ge sceGuTexFunc mode 000004
13313 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13313 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13313 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13313 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13314 user_main_a DEBUG runtime syncEmulator immediately=true
13314 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13314 GUI DEBUG ge material ambient a=1,0 (FF)
13314 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13314 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13314 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13314 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13315 user_main_a DEBUG runtime syncEmulator immediately=true
13315 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13315 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13315 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13315 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13315 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13316 user_main_a DEBUG runtime syncEmulator immediately=true
13316 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13316 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13316 GUI DEBUG ge glLoadMatrixf 0,1 -0,6 0,8 0,0
13316 GUI DEBUG ge glLoadMatrixf 0,1 -0,8 -0,6 0,0
13316 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,0 0,0
13316 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13317 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13317 user_main_a DEBUG runtime syncEmulator immediately=true
13317 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13317 GUI DEBUG ge vaddr 0880a890
13317 GUI DEBUG ge prim triangle 12x
13318 user_main_a DEBUG runtime syncEmulator immediately=true
13318 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13318 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13318 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13318 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13318 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13318 GUI DEBUG ge finish (0)
13319 user_main_a DEBUG runtime syncEmulator immediately=true
13319 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x29, behavior=1, signalId=0x0
13319 GUI DEBUG ge end pc=0x880d9a4
13319 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x29, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13319 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x29, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13320 user_main_a DEBUG runtime syncEmulator immediately=true
13320 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13320 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13320 user_main_a DEBUG runtime Start of Callback 0x08806468
13320 user_main_a DEBUG runtime End of Callback 0x08806468
13320 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x29, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13321 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13321 user_main_a DEBUG runtime Ending Idle State
13321 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13321 user_main_a DEBUG runtime Waiting to be scheduled...
13321 idle1_6 DEBUG runtime Scheduled, restarting...
13321 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x29, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13321 idle1_6 DEBUG runtime syncEmulator immediately=false
13322 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13322 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13322 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13322 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13322 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13322 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13323 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13323 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13323 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13323 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13323 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13323 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13324 idle1_6 DEBUG runtime Waiting to be scheduled...
13324 user_main_a DEBUG runtime Scheduled, restarting...
13324 user_main_a DEBUG runtime syncEmulator immediately=false
13324 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13324 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13324 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13325 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13325 user_main_a DEBUG runtime Starting Idle State...
13325 user_main_a DEBUG runtime syncEmulator immediately=true
13326 user_main_a DEBUG runtime syncEmulator immediately=true
13327 user_main_a DEBUG runtime syncEmulator immediately=true
13328 user_main_a DEBUG runtime syncEmulator immediately=true
13329 user_main_a DEBUG runtime syncEmulator immediately=true
13330 user_main_a DEBUG runtime syncEmulator immediately=true
13331 user_main_a DEBUG runtime syncEmulator immediately=true
13332 user_main_a DEBUG runtime syncEmulator immediately=true
13332 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13333 user_main_a DEBUG runtime syncEmulator immediately=true
13333 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13334 user_main_a DEBUG runtime syncEmulator immediately=true
13335 user_main_a DEBUG runtime syncEmulator immediately=true
13335 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13335 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13336 user_main_a DEBUG runtime syncEmulator immediately=true
13336 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13337 user_main_a DEBUG runtime syncEmulator immediately=true
13338 user_main_a DEBUG runtime syncEmulator immediately=true
13338 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13338 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13338 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13338 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13338 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13339 user_main_a DEBUG runtime Switching to Thread idle1
13339 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13339 user_main_a DEBUG runtime Switching to Thread user_main
13339 user_main_a DEBUG runtime Ending Idle State
13339 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13339 user_main_a DEBUG runtime syncEmulator immediately=false
13340 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13340 user_main_a DEBUG runtime syncEmulator immediately=false
13340 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13340 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13340 user_main_a DEBUG runtime syncEmulator immediately=false
13341 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13341 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2A
13341 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13341 user_main_a DEBUG runtime syncEmulator immediately=false
13342 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D888)
13342 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D89C)
13342 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D99C)
13342 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2A, stall=0x0880D9A4)
13342 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13342 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13343 GUI DEBUG ge executeList PspGeList[id=0x2a, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13343 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2a, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13343 GUI DEBUG ge fbp fbp=4000000, fbw=512
13343 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13343 GUI DEBUG ge fbw fbp=0, fbw=512
13343 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13344 GUI DEBUG ge base 08000000
13344 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13344 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13344 user_main_a DEBUG runtime Starting Idle State...
13344 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13344 user_main_a DEBUG runtime syncEmulator immediately=true
13345 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13345 GUI DEBUG ge clear mode : 5
13345 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13346 user_main_a DEBUG runtime syncEmulator immediately=true
13346 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13346 GUI DEBUG ge vaddr 0880d870
13346 GUI DEBUG ge Texture.hashCode: 8192 bytes
13346 GUI DEBUG ge tflush Reusing cached texture 4
13346 GUI DEBUG ge prim sprites 1x
13346 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13347 user_main_a DEBUG runtime syncEmulator immediately=true
13347 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13347 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13347 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13347 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13347 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13348 user_main_a DEBUG runtime syncEmulator immediately=true
13348 GUI DEBUG ge clear mode end
13348 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13348 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13348 GUI DEBUG ge tflush (deferring to prim)
13348 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13348 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13349 user_main_a DEBUG runtime syncEmulator immediately=true
13349 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13349 GUI DEBUG ge tflush (deferring to prim)
13349 GUI DEBUG ge sceGuTexFunc mode 000004
13349 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13349 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13350 user_main_a DEBUG runtime syncEmulator immediately=true
13350 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13350 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13350 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13350 GUI DEBUG ge material ambient a=1,0 (FF)
13350 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13350 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13351 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13351 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13351 user_main_a DEBUG runtime syncEmulator immediately=true
13351 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13351 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13351 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13352 user_main_a DEBUG runtime syncEmulator immediately=true
13352 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13352 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13352 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13352 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13352 GUI DEBUG ge glLoadMatrixf 0,2 -0,6 0,8 0,0
13353 GUI DEBUG ge glLoadMatrixf 0,1 -0,8 -0,6 0,0
13353 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,0 0,0
13353 user_main_a DEBUG runtime syncEmulator immediately=true
13353 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13353 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13353 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13353 GUI DEBUG ge vaddr 0880a890
13354 user_main_a DEBUG runtime syncEmulator immediately=true
13354 GUI DEBUG ge prim triangle 12x
13354 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13354 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13354 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13354 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13355 user_main_a DEBUG runtime syncEmulator immediately=true
13355 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13355 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13355 GUI DEBUG ge finish (0)
13355 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13355 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2A, behavior=1, signalId=0x0
13355 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13356 GUI DEBUG ge end pc=0x880d9a4
13356 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2a, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13356 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13357 user_main_a DEBUG runtime syncEmulator immediately=true
13357 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13357 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13357 user_main_a DEBUG runtime Start of Callback 0x08806468
13357 user_main_a DEBUG runtime End of Callback 0x08806468
13357 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13358 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13358 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2a, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13358 user_main_a DEBUG runtime Ending Idle State
13358 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13358 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13358 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13358 idle1_6 DEBUG runtime Scheduled, restarting...
13358 user_main_a DEBUG runtime Waiting to be scheduled...
13359 idle1_6 DEBUG runtime syncEmulator immediately=false
13359 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13359 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13359 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13360 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13360 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13360 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13360 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13360 idle1_6 DEBUG runtime Waiting to be scheduled...
13360 user_main_a DEBUG runtime Scheduled, restarting...
13361 user_main_a DEBUG runtime syncEmulator immediately=false
13361 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13361 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13361 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13361 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13362 user_main_a DEBUG runtime Starting Idle State...
13362 user_main_a DEBUG runtime syncEmulator immediately=true
13363 user_main_a DEBUG runtime syncEmulator immediately=true
13364 user_main_a DEBUG runtime syncEmulator immediately=true
13365 user_main_a DEBUG runtime syncEmulator immediately=true
13366 user_main_a DEBUG runtime syncEmulator immediately=true
13366 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13366 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13367 user_main_a DEBUG runtime syncEmulator immediately=true
13368 user_main_a DEBUG runtime syncEmulator immediately=true
13368 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13369 user_main_a DEBUG runtime syncEmulator immediately=true
13369 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13369 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13370 user_main_a DEBUG runtime syncEmulator immediately=true
13371 user_main_a DEBUG runtime syncEmulator immediately=true
13371 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13371 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13371 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13371 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13372 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13372 user_main_a DEBUG runtime Switching to Thread idle1
13372 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13372 user_main_a DEBUG runtime Switching to Thread user_main
13372 user_main_a DEBUG runtime Ending Idle State
13375 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13375 user_main_a DEBUG runtime syncEmulator immediately=false
13375 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13375 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13375 user_main_a DEBUG runtime syncEmulator immediately=false
13376 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13376 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2B
13376 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13376 user_main_a DEBUG runtime syncEmulator immediately=false
13376 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D888)
13376 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13376 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D89C)
13377 GUI DEBUG ge executeList PspGeList[id=0x2b, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13377 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D99C)
13377 GUI DEBUG ge fbp fbp=4088000, fbw=512
13377 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2B, stall=0x0880D9A4)
13377 GUI DEBUG ge fbw fbp=88000, fbw=512
13377 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13378 GUI DEBUG ge base 08000000
13378 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2b, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13378 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13378 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13378 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13378 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13379 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13379 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13379 user_main_a DEBUG runtime Starting Idle State...
13379 user_main_a DEBUG runtime syncEmulator immediately=true
13379 GUI DEBUG ge clear mode : 5
13380 user_main_a DEBUG runtime syncEmulator immediately=true
13380 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13380 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13380 GUI DEBUG ge vaddr 0880d870
13380 GUI DEBUG ge Texture.hashCode: 8192 bytes
13380 GUI DEBUG ge tflush Reusing cached texture 4
13381 GUI DEBUG ge prim sprites 1x
13381 user_main_a DEBUG runtime syncEmulator immediately=true
13381 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13381 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13381 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13382 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13382 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13382 user_main_a DEBUG runtime syncEmulator immediately=true
13382 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13382 GUI DEBUG ge clear mode end
13383 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13383 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13383 user_main_a DEBUG runtime syncEmulator immediately=true
13383 GUI DEBUG ge tflush (deferring to prim)
13383 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13383 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13383 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13384 GUI DEBUG ge tflush (deferring to prim)
13384 user_main_a DEBUG runtime syncEmulator immediately=true
13384 GUI DEBUG ge sceGuTexFunc mode 000004
13384 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13384 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13384 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13385 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13385 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13385 user_main_a DEBUG runtime syncEmulator immediately=true
13385 GUI DEBUG ge material ambient a=1,0 (FF)
13385 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13385 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13386 user_main_a DEBUG runtime syncEmulator immediately=true
13386 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13386 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13386 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13386 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13386 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13387 user_main_a DEBUG runtime syncEmulator immediately=true
13387 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13387 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13387 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13387 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13387 GUI DEBUG ge glLoadMatrixf 0,2 -0,6 0,7 0,0
13388 GUI DEBUG ge glLoadMatrixf 0,1 -0,7 -0,7 0,0
13388 user_main_a DEBUG runtime syncEmulator immediately=true
13388 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,0 0,0
13388 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13388 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13388 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13388 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13388 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13389 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13389 GUI DEBUG ge vaddr 0880a890
13389 GUI DEBUG ge prim triangle 12x
13389 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13389 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13390 user_main_a DEBUG runtime syncEmulator immediately=true
13390 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13390 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13390 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13390 GUI DEBUG ge finish (0)
13391 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2B, behavior=1, signalId=0x0
13391 GUI DEBUG ge end pc=0x880d9a4
13391 user_main_a DEBUG runtime syncEmulator immediately=true
13391 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2b, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13391 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13391 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13391 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13392 user_main_a DEBUG runtime Start of Callback 0x08806468
13392 user_main_a DEBUG runtime End of Callback 0x08806468
13392 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13392 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13392 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2b, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13392 user_main_a DEBUG runtime Ending Idle State
13393 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13393 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13393 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13393 idle1_6 DEBUG runtime Scheduled, restarting...
13393 user_main_a DEBUG runtime Waiting to be scheduled...
13393 idle1_6 DEBUG runtime syncEmulator immediately=false
13393 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13394 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13394 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13394 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13395 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13395 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13396 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13396 idle1_6 DEBUG runtime Waiting to be scheduled...
13396 user_main_a DEBUG runtime Scheduled, restarting...
13396 user_main_a DEBUG runtime syncEmulator immediately=false
13396 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13397 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13397 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13397 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13397 user_main_a DEBUG runtime Starting Idle State...
13397 user_main_a DEBUG runtime syncEmulator immediately=true
13398 user_main_a DEBUG runtime syncEmulator immediately=true
13399 user_main_a DEBUG runtime syncEmulator immediately=true
13399 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13400 user_main_a DEBUG runtime syncEmulator immediately=true
13400 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13401 user_main_a DEBUG runtime syncEmulator immediately=true
13402 user_main_a DEBUG runtime syncEmulator immediately=true
13402 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13402 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13403 user_main_a DEBUG runtime syncEmulator immediately=true
13403 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13404 user_main_a DEBUG runtime syncEmulator immediately=true
13405 user_main_a DEBUG runtime syncEmulator immediately=true
13405 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13405 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13405 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13405 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13406 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13406 user_main_a DEBUG runtime Switching to Thread idle1
13406 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13406 user_main_a DEBUG runtime Switching to Thread user_main
13406 user_main_a DEBUG runtime Ending Idle State
13406 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13407 user_main_a DEBUG runtime syncEmulator immediately=false
13407 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13407 user_main_a DEBUG runtime syncEmulator immediately=false
13407 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13407 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13408 user_main_a DEBUG runtime syncEmulator immediately=false
13408 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13408 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2C
13408 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13408 user_main_a DEBUG runtime syncEmulator immediately=false
13409 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D888)
13409 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13409 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D89C)
13409 GUI DEBUG ge executeList PspGeList[id=0x2c, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13409 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D99C)
13409 GUI DEBUG ge fbp fbp=4000000, fbw=512
13410 GUI DEBUG ge fbw fbp=0, fbw=512
13409 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2C, stall=0x0880D9A4)
13410 GUI DEBUG ge base 08000000
13410 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13410 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13410 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2c, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13411 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13411 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13410 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13411 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13411 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13411 user_main_a DEBUG runtime Starting Idle State...
13412 user_main_a DEBUG runtime syncEmulator immediately=true
13412 GUI DEBUG ge clear mode : 5
13412 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13412 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13412 GUI DEBUG ge vaddr 0880d870
13413 user_main_a DEBUG runtime syncEmulator immediately=true
13413 GUI DEBUG ge Texture.hashCode: 8192 bytes
13413 GUI DEBUG ge tflush Reusing cached texture 4
13413 GUI DEBUG ge prim sprites 1x
13413 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13413 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13414 user_main_a DEBUG runtime syncEmulator immediately=true
13414 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13414 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13414 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13414 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13415 user_main_a DEBUG runtime syncEmulator immediately=true
13415 GUI DEBUG ge clear mode end
13415 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13415 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13415 GUI DEBUG ge tflush (deferring to prim)
13415 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13416 user_main_a DEBUG runtime syncEmulator immediately=true
13416 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13416 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13416 GUI DEBUG ge tflush (deferring to prim)
13416 GUI DEBUG ge sceGuTexFunc mode 000004
13416 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13417 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13417 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13417 user_main_a DEBUG runtime syncEmulator immediately=true
13417 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13417 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13417 GUI DEBUG ge material ambient a=1,0 (FF)
13418 user_main_a DEBUG runtime syncEmulator immediately=true
13418 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13418 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13418 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13418 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13418 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13419 user_main_a DEBUG runtime syncEmulator immediately=true
13419 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13419 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13419 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13419 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13419 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13420 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13420 user_main_a DEBUG runtime syncEmulator immediately=true
13420 GUI DEBUG ge glLoadMatrixf 0,2 -0,7 0,7 0,0
13420 GUI DEBUG ge glLoadMatrixf 0,2 -0,7 -0,7 0,0
13420 GUI DEBUG ge glLoadMatrixf 1,0 0,2 -0,0 0,0
13420 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13421 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13421 user_main_a DEBUG runtime syncEmulator immediately=true
13421 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13421 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13421 GUI DEBUG ge vaddr 0880a890
13421 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13422 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13422 GUI DEBUG ge prim triangle 12x
13422 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13422 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13423 user_main_a DEBUG runtime syncEmulator immediately=true
13423 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13423 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13423 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13423 GUI DEBUG ge finish (0)
13423 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2C, behavior=1, signalId=0x0
13424 user_main_a DEBUG runtime syncEmulator immediately=true
13424 GUI DEBUG ge end pc=0x880d9a4
13424 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13424 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2c, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13424 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13424 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13425 user_main_a DEBUG runtime Start of Callback 0x08806468
13425 user_main_a DEBUG runtime End of Callback 0x08806468
13425 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13425 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13425 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2c, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13425 user_main_a DEBUG runtime Ending Idle State
13426 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13426 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13426 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13426 idle1_6 DEBUG runtime Scheduled, restarting...
13426 user_main_a DEBUG runtime Waiting to be scheduled...
13426 idle1_6 DEBUG runtime syncEmulator immediately=false
13427 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13427 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13427 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13427 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13426 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13428 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13428 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13428 idle1_6 DEBUG runtime Waiting to be scheduled...
13428 user_main_a DEBUG runtime Scheduled, restarting...
13429 user_main_a DEBUG runtime syncEmulator immediately=false
13429 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13429 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13429 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13429 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13429 user_main_a DEBUG runtime Starting Idle State...
13430 user_main_a DEBUG runtime syncEmulator immediately=true
13431 user_main_a DEBUG runtime syncEmulator immediately=true
13432 user_main_a DEBUG runtime syncEmulator immediately=true
13432 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13433 user_main_a DEBUG runtime syncEmulator immediately=true
13433 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13434 user_main_a DEBUG runtime syncEmulator immediately=true
13435 user_main_a DEBUG runtime syncEmulator immediately=true
13435 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13435 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13436 user_main_a DEBUG runtime syncEmulator immediately=true
13436 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13437 user_main_a DEBUG runtime syncEmulator immediately=true
13438 user_main_a DEBUG runtime syncEmulator immediately=true
13438 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13438 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13438 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13438 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13439 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13439 user_main_a DEBUG runtime Switching to Thread idle1
13439 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13439 user_main_a DEBUG runtime Switching to Thread user_main
13439 user_main_a DEBUG runtime Ending Idle State
13439 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13440 user_main_a DEBUG runtime syncEmulator immediately=false
13440 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13440 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13440 user_main_a DEBUG runtime syncEmulator immediately=false
13440 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13441 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2D
13441 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13441 user_main_a DEBUG runtime syncEmulator immediately=false
13441 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D888)
13442 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13442 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D89C)
13442 GUI DEBUG ge executeList PspGeList[id=0x2d, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13442 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D99C)
13442 GUI DEBUG ge fbp fbp=4088000, fbw=512
13442 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2D, stall=0x0880D9A4)
13442 GUI DEBUG ge fbw fbp=88000, fbw=512
13443 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13443 GUI DEBUG ge base 08000000
13443 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2d, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13443 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13443 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13444 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13444 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13444 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13444 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13445 user_main_a DEBUG runtime Starting Idle State...
13445 GUI DEBUG ge clear mode : 5
13445 user_main_a DEBUG runtime syncEmulator immediately=true
13445 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13445 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13446 user_main_a DEBUG runtime syncEmulator immediately=true
13446 GUI DEBUG ge vaddr 0880d870
13446 GUI DEBUG ge Texture.hashCode: 8192 bytes
13446 GUI DEBUG ge tflush Reusing cached texture 4
13446 GUI DEBUG ge prim sprites 1x
13446 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13447 user_main_a DEBUG runtime syncEmulator immediately=true
13447 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13447 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13447 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13447 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13448 user_main_a DEBUG runtime syncEmulator immediately=true
13448 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13448 GUI DEBUG ge clear mode end
13448 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13448 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13449 GUI DEBUG ge tflush (deferring to prim)
13449 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13449 user_main_a DEBUG runtime syncEmulator immediately=true
13449 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13449 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13449 GUI DEBUG ge tflush (deferring to prim)
13450 user_main_a DEBUG runtime syncEmulator immediately=true
13450 GUI DEBUG ge sceGuTexFunc mode 000004
13450 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13450 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13450 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13451 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13451 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13451 user_main_a DEBUG runtime syncEmulator immediately=true
13451 GUI DEBUG ge material ambient a=1,0 (FF)
13451 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13451 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13452 user_main_a DEBUG runtime syncEmulator immediately=true
13452 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13452 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13452 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13452 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13452 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13453 user_main_a DEBUG runtime syncEmulator immediately=true
13453 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13453 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13453 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13453 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13454 user_main_a DEBUG runtime syncEmulator immediately=true
13454 GUI DEBUG ge glLoadMatrixf 0,2 -0,7 0,7 0,0
13454 GUI DEBUG ge glLoadMatrixf 0,2 -0,7 -0,7 0,0
13454 GUI DEBUG ge glLoadMatrixf 1,0 0,3 -0,0 0,0
13454 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13454 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13455 user_main_a DEBUG runtime syncEmulator immediately=true
13455 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13455 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13455 GUI DEBUG ge vaddr 0880a890
13455 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13455 GUI DEBUG ge prim triangle 12x
13455 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13456 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13456 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13456 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13456 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13457 user_main_a DEBUG runtime syncEmulator immediately=true
13457 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13457 GUI DEBUG ge finish (0)
13458 user_main_a DEBUG runtime syncEmulator immediately=true
13458 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2D, behavior=1, signalId=0x0
13458 GUI DEBUG ge end pc=0x880d9a4
13458 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2d, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13458 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13459 user_main_a DEBUG runtime syncEmulator immediately=true
13459 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13459 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13459 user_main_a DEBUG runtime Start of Callback 0x08806468
13459 user_main_a DEBUG runtime End of Callback 0x08806468
13460 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13460 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13460 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2d, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13460 user_main_a DEBUG runtime Ending Idle State
13460 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13460 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13461 user_main_a DEBUG runtime Waiting to be scheduled...
13460 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13461 idle1_6 DEBUG runtime Scheduled, restarting...
13461 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13461 idle1_6 DEBUG runtime syncEmulator immediately=false
13462 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13462 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13462 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13462 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13462 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13463 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13463 idle1_6 DEBUG runtime Waiting to be scheduled...
13463 user_main_a DEBUG runtime Scheduled, restarting...
13463 user_main_a DEBUG runtime syncEmulator immediately=false
13463 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13464 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13464 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13464 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13464 user_main_a DEBUG runtime Starting Idle State...
13464 user_main_a DEBUG runtime syncEmulator immediately=true
13465 user_main_a DEBUG runtime syncEmulator immediately=true
13466 user_main_a DEBUG runtime syncEmulator immediately=true
13466 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13466 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13467 user_main_a DEBUG runtime syncEmulator immediately=true
13468 user_main_a DEBUG runtime syncEmulator immediately=true
13469 user_main_a DEBUG runtime syncEmulator immediately=true
13469 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13469 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13469 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13470 user_main_a DEBUG runtime syncEmulator immediately=true
13471 user_main_a DEBUG runtime syncEmulator immediately=true
13471 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13471 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13471 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13471 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13472 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13472 user_main_a DEBUG runtime Switching to Thread idle1
13472 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13472 user_main_a DEBUG runtime Switching to Thread user_main
13472 user_main_a DEBUG runtime Ending Idle State
13473 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13473 user_main_a DEBUG runtime syncEmulator immediately=false
13473 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13473 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13473 user_main_a DEBUG runtime syncEmulator immediately=false
13474 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13474 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2E
13474 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13474 user_main_a DEBUG runtime syncEmulator immediately=false
13474 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D888)
13475 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13475 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D89C)
13475 GUI DEBUG ge executeList PspGeList[id=0x2e, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13475 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D99C)
13475 GUI DEBUG ge fbp fbp=4000000, fbw=512
13476 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2E, stall=0x0880D9A4)
13476 GUI DEBUG ge fbw fbp=0, fbw=512
13476 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13476 GUI DEBUG ge base 08000000
13476 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2e, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13476 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13477 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13477 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13477 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13477 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13477 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13478 user_main_a DEBUG runtime Starting Idle State...
13478 user_main_a DEBUG runtime syncEmulator immediately=true
13478 GUI DEBUG ge clear mode : 5
13478 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13479 user_main_a DEBUG runtime syncEmulator immediately=true
13479 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13479 GUI DEBUG ge vaddr 0880d870
13479 GUI DEBUG ge Texture.hashCode: 8192 bytes
13479 GUI DEBUG ge tflush Reusing cached texture 4
13479 GUI DEBUG ge prim sprites 1x
13480 user_main_a DEBUG runtime syncEmulator immediately=true
13480 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13480 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13480 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13480 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13481 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13481 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13481 GUI DEBUG ge clear mode end
13481 user_main_a DEBUG runtime syncEmulator immediately=true
13481 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13482 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13482 GUI DEBUG ge tflush (deferring to prim)
13482 user_main_a DEBUG runtime syncEmulator immediately=true
13482 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13482 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13482 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13483 GUI DEBUG ge tflush (deferring to prim)
13483 user_main_a DEBUG runtime syncEmulator immediately=true
13483 GUI DEBUG ge sceGuTexFunc mode 000004
13483 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13483 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13484 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13484 user_main_a DEBUG runtime syncEmulator immediately=true
13484 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13484 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13484 GUI DEBUG ge material ambient a=1,0 (FF)
13485 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13485 user_main_a DEBUG runtime syncEmulator immediately=true
13485 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13485 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13485 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13485 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13486 user_main_a DEBUG runtime syncEmulator immediately=true
13486 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13486 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13486 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13486 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13487 user_main_a DEBUG runtime syncEmulator immediately=true
13487 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13487 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13487 GUI DEBUG ge glLoadMatrixf 0,2 -0,7 0,7 0,0
13487 GUI DEBUG ge glLoadMatrixf 0,2 -0,6 -0,7 0,0
13487 GUI DEBUG ge glLoadMatrixf 1,0 0,3 -0,0 0,0
13488 user_main_a DEBUG runtime syncEmulator immediately=true
13488 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13488 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13488 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13488 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13488 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13489 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13489 GUI DEBUG ge vaddr 0880a890
13489 GUI DEBUG ge prim triangle 12x
13489 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13490 user_main_a DEBUG runtime syncEmulator immediately=true
13490 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13490 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13490 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13490 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13490 GUI DEBUG ge finish (0)
13491 user_main_a DEBUG runtime syncEmulator immediately=true
13491 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2E, behavior=1, signalId=0x0
13491 GUI DEBUG ge end pc=0x880d9a4
13491 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2e, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13491 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13492 user_main_a DEBUG runtime syncEmulator immediately=true
13492 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13492 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13492 user_main_a DEBUG runtime Start of Callback 0x08806468
13492 user_main_a DEBUG runtime End of Callback 0x08806468
13493 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13493 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13493 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2e, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13493 user_main_a DEBUG runtime Ending Idle State
13493 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13493 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13494 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13494 idle1_6 DEBUG runtime Scheduled, restarting...
13494 user_main_a DEBUG runtime Waiting to be scheduled...
13494 idle1_6 DEBUG runtime syncEmulator immediately=false
13494 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13495 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13495 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13495 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13495 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13496 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13496 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13496 idle1_6 DEBUG runtime Waiting to be scheduled...
13496 user_main_a DEBUG runtime Scheduled, restarting...
13496 user_main_a DEBUG runtime syncEmulator immediately=false
13497 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13497 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13497 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13497 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13497 user_main_a DEBUG runtime Starting Idle State...
13498 user_main_a DEBUG runtime syncEmulator immediately=true
13499 user_main_a DEBUG runtime syncEmulator immediately=true
13499 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13500 user_main_a DEBUG runtime syncEmulator immediately=true
13500 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13501 user_main_a DEBUG runtime syncEmulator immediately=true
13502 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13502 user_main_a DEBUG runtime syncEmulator immediately=true
13502 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13503 user_main_a DEBUG runtime syncEmulator immediately=true
13503 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13504 user_main_a DEBUG runtime syncEmulator immediately=true
13505 user_main_a DEBUG runtime syncEmulator immediately=true
13505 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13505 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13505 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13505 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13506 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13506 user_main_a DEBUG runtime Switching to Thread idle1
13506 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13506 user_main_a DEBUG runtime Switching to Thread user_main
13506 user_main_a DEBUG runtime Ending Idle State
13507 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13507 user_main_a DEBUG runtime syncEmulator immediately=false
13507 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13507 user_main_a DEBUG runtime syncEmulator immediately=false
13507 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13508 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13508 user_main_a DEBUG runtime syncEmulator immediately=false
13508 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13508 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2F
13509 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13509 user_main_a DEBUG runtime syncEmulator immediately=false
13509 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D888)
13509 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13509 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D89C)
13509 GUI DEBUG ge executeList PspGeList[id=0x2f, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13510 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D99C)
13510 GUI DEBUG ge fbp fbp=4088000, fbw=512
13510 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2F, stall=0x0880D9A4)
13510 GUI DEBUG ge fbw fbp=88000, fbw=512
13511 GUI DEBUG ge base 08000000
13511 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13510 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13511 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13511 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2f, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13511 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13512 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13512 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13512 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13512 user_main_a DEBUG runtime Starting Idle State...
13513 user_main_a DEBUG runtime syncEmulator immediately=true
13513 GUI DEBUG ge clear mode : 5
13513 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13513 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13513 GUI DEBUG ge vaddr 0880d870
13514 user_main_a DEBUG runtime syncEmulator immediately=true
13514 GUI DEBUG ge Texture.hashCode: 8192 bytes
13514 GUI DEBUG ge tflush Reusing cached texture 4
13514 GUI DEBUG ge prim sprites 1x
13514 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13515 user_main_a DEBUG runtime syncEmulator immediately=true
13515 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13515 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13515 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13515 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13516 user_main_a DEBUG runtime syncEmulator immediately=true
13516 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13516 GUI DEBUG ge clear mode end
13516 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13516 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13517 user_main_a DEBUG runtime syncEmulator immediately=true
13517 GUI DEBUG ge tflush (deferring to prim)
13517 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13517 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13517 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13517 GUI DEBUG ge tflush (deferring to prim)
13518 user_main_a DEBUG runtime syncEmulator immediately=true
13518 GUI DEBUG ge sceGuTexFunc mode 000004
13518 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13518 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13518 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13519 user_main_a DEBUG runtime syncEmulator immediately=true
13519 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13519 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13519 GUI DEBUG ge material ambient a=1,0 (FF)
13519 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13520 user_main_a DEBUG runtime syncEmulator immediately=true
13520 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13520 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13520 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13520 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13520 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13521 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13521 user_main_a DEBUG runtime syncEmulator immediately=true
13521 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13521 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13521 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13522 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13522 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13522 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13522 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13523 user_main_a DEBUG runtime syncEmulator immediately=true
13523 GUI DEBUG ge glLoadMatrixf 0,2 -0,7 0,6 0,0
13523 GUI DEBUG ge glLoadMatrixf 0,2 -0,6 -0,8 0,0
13523 GUI DEBUG ge glLoadMatrixf 1,0 0,3 -0,0 0,0
13523 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13524 user_main_a DEBUG runtime syncEmulator immediately=true
13524 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13524 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13524 GUI DEBUG ge vaddr 0880a890
13524 GUI DEBUG ge prim triangle 12x
13525 user_main_a DEBUG runtime syncEmulator immediately=true
13525 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13525 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13525 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13525 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13525 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13526 user_main_a DEBUG runtime syncEmulator immediately=true
13526 GUI DEBUG ge finish (0)
13526 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2F, behavior=1, signalId=0x0
13526 GUI DEBUG ge end pc=0x880d9a4
13527 user_main_a DEBUG runtime syncEmulator immediately=true
13527 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2f, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13527 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13527 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13527 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13527 user_main_a DEBUG runtime Start of Callback 0x08806468
13528 user_main_a DEBUG runtime End of Callback 0x08806468
13528 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13528 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13528 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2f, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13528 user_main_a DEBUG runtime Ending Idle State
13529 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13529 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13529 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13529 idle1_6 DEBUG runtime Scheduled, restarting...
13529 user_main_a DEBUG runtime Waiting to be scheduled...
13529 idle1_6 DEBUG runtime syncEmulator immediately=false
13529 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13530 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13530 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13531 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13531 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13531 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13531 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13532 idle1_6 DEBUG runtime Waiting to be scheduled...
13532 user_main_a DEBUG runtime Scheduled, restarting...
13532 user_main_a DEBUG runtime syncEmulator immediately=false
13532 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13533 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13533 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13533 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13540 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13539 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13540 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13541 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13541 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13541 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13541 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13542 user_main_a DEBUG runtime Switching to Thread idle1
13542 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13542 user_main_a DEBUG runtime Switching to Thread user_main
13542 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13542 user_main_a DEBUG runtime syncEmulator immediately=false
13542 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13542 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13542 user_main_a DEBUG runtime syncEmulator immediately=false
13543 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13543 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x30
13543 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13543 user_main_a DEBUG runtime syncEmulator immediately=false
13543 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D888)
13543 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D89C)
13543 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D99C)
13543 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13544 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x30, stall=0x0880D9A4)
13544 GUI DEBUG ge executeList PspGeList[id=0x30, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D99C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13544 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13544 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x30, status=PSP_GE_LIST_DRAWING, pc=0x0880D864, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13544 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13544 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13544 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13545 user_main_a DEBUG runtime Starting Idle State...
13545 user_main_a DEBUG runtime syncEmulator immediately=true
13544 GUI DEBUG ge fbp fbp=4000000, fbw=512
13545 GUI DEBUG ge fbw fbp=0, fbw=512
13545 GUI DEBUG ge base 08000000
13545 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13545 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13545 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13546 user_main_a DEBUG runtime syncEmulator immediately=true
13546 GUI DEBUG ge clear mode : 5
13546 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13546 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13546 GUI DEBUG ge vaddr 0880d870
13546 GUI DEBUG ge Texture.hashCode: 8192 bytes
13546 GUI DEBUG ge tflush Reusing cached texture 4
13547 user_main_a DEBUG runtime syncEmulator immediately=true
13547 GUI DEBUG ge prim sprites 1x
13547 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13547 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13547 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13547 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13547 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13547 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13548 user_main_a DEBUG runtime syncEmulator immediately=true
13548 GUI DEBUG ge clear mode end
13548 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13548 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13548 GUI DEBUG ge tflush (deferring to prim)
13548 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13548 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13548 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13548 GUI DEBUG ge tflush (deferring to prim)
13549 GUI DEBUG ge sceGuTexFunc mode 000004
13549 user_main_a DEBUG runtime syncEmulator immediately=true
13549 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13549 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13549 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13549 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13549 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13549 GUI DEBUG ge material ambient a=1,0 (FF)
13549 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13550 user_main_a DEBUG runtime syncEmulator immediately=true
13550 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13550 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13550 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13550 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13550 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13550 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13550 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13550 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13551 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13551 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13551 GUI DEBUG ge glLoadMatrixf 0,3 -0,7 0,6 0,0
13551 user_main_a DEBUG runtime syncEmulator immediately=true
13551 GUI DEBUG ge glLoadMatrixf 0,2 -0,6 -0,8 0,0
13551 GUI DEBUG ge glLoadMatrixf 1,0 0,3 -0,0 0,0
13551 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13551 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13552 user_main_a DEBUG runtime syncEmulator immediately=true
13552 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13552 GUI DEBUG ge vaddr 0880a890
13552 GUI DEBUG ge prim triangle 12x
13552 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13552 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13552 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13552 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13552 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13553 user_main_a DEBUG runtime syncEmulator immediately=true
13553 GUI DEBUG ge finish (0)
13553 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x30, behavior=1, signalId=0x0
13553 GUI DEBUG ge end pc=0x880d9a4
13553 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x30, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13553 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x30, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13554 user_main_a DEBUG runtime syncEmulator immediately=true
13554 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13554 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13554 user_main_a DEBUG runtime Start of Callback 0x08806468
13554 user_main_a DEBUG runtime End of Callback 0x08806468
13554 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x30, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13554 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13554 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x30, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13554 user_main_a DEBUG runtime Ending Idle State
13555 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13555 user_main_a DEBUG runtime Waiting to be scheduled...
13555 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13555 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13555 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13555 idle1_6 DEBUG runtime Scheduled, restarting...
13556 idle1_6 DEBUG runtime syncEmulator immediately=false
13556 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13556 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13556 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13556 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13556 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13556 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13556 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13557 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13557 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13557 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13557 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13557 user_main_a DEBUG runtime Scheduled, restarting...
13557 user_main_a DEBUG runtime syncEmulator immediately=false
13558 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13558 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13558 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13558 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13558 user_main_a DEBUG runtime Starting Idle State...
13558 user_main_a DEBUG runtime syncEmulator immediately=true
13557 idle1_6 DEBUG runtime Waiting to be scheduled...
13559 user_main_a DEBUG runtime syncEmulator immediately=true
13559 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13560 user_main_a DEBUG runtime syncEmulator immediately=true
13560 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13560 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13561 user_main_a DEBUG runtime syncEmulator immediately=true
13562 user_main_a DEBUG runtime syncEmulator immediately=true
13563 user_main_a DEBUG runtime syncEmulator immediately=true
13564 user_main_a DEBUG runtime syncEmulator immediately=true
13565 user_main_a DEBUG runtime syncEmulator immediately=true
13566 user_main_a DEBUG runtime syncEmulator immediately=true
13567 user_main_a DEBUG runtime syncEmulator immediately=true
13568 user_main_a DEBUG runtime syncEmulator immediately=true
13569 user_main_a DEBUG runtime syncEmulator immediately=true
13570 user_main_a DEBUG runtime syncEmulator immediately=true
13571 user_main_a DEBUG runtime syncEmulator immediately=true
13572 user_main_a DEBUG runtime syncEmulator immediately=true
13572 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13572 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13572 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13572 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13572 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13572 user_main_a DEBUG runtime Switching to Thread idle1
13573 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13573 user_main_a DEBUG runtime Switching to Thread user_main
13573 user_main_a DEBUG runtime Ending Idle State
13573 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13573 user_main_a DEBUG runtime syncEmulator immediately=false
13573 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13573 user_main_a DEBUG runtime syncEmulator immediately=false
13574 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13574 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13574 user_main_a DEBUG runtime syncEmulator immediately=false
13574 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13574 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x31
13574 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13574 user_main_a DEBUG runtime syncEmulator immediately=false
13575 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D888)
13575 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13575 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D89C)
13575 GUI DEBUG ge executeList PspGeList[id=0x31, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13575 GUI DEBUG ge fbp fbp=4088000, fbw=512
13575 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D99C)
13575 GUI DEBUG ge fbw fbp=88000, fbw=512
13575 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x31, stall=0x0880D9A4)
13575 GUI DEBUG ge base 08000000
13575 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13576 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13576 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x31, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13576 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13576 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13577 GUI DEBUG ge clear mode : 5
13576 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13577 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13577 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13577 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13577 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13578 GUI DEBUG ge vaddr 0880d870
13578 user_main_a DEBUG runtime Starting Idle State...
13578 GUI DEBUG ge Texture.hashCode: 8192 bytes
13578 user_main_a DEBUG runtime syncEmulator immediately=true
13578 GUI DEBUG ge tflush Reusing cached texture 4
13578 GUI DEBUG ge prim sprites 1x
13578 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13578 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13579 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13579 user_main_a DEBUG runtime syncEmulator immediately=true
13579 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13579 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13579 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13579 GUI DEBUG ge clear mode end
13579 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13579 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13580 GUI DEBUG ge tflush (deferring to prim)
13580 user_main_a DEBUG runtime syncEmulator immediately=true
13580 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13580 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13580 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13580 GUI DEBUG ge tflush (deferring to prim)
13580 GUI DEBUG ge sceGuTexFunc mode 000004
13580 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13580 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13581 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13581 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13581 user_main_a DEBUG runtime syncEmulator immediately=true
13581 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13581 GUI DEBUG ge material ambient a=1,0 (FF)
13581 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13581 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13581 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13582 user_main_a DEBUG runtime syncEmulator immediately=true
13582 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13582 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13582 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13582 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13582 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13582 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13582 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13583 user_main_a DEBUG runtime syncEmulator immediately=true
13583 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13583 GUI DEBUG ge glLoadMatrixf 0,3 -0,8 0,6 0,0
13583 GUI DEBUG ge glLoadMatrixf 0,2 -0,6 -0,8 0,0
13583 GUI DEBUG ge glLoadMatrixf 0,9 0,3 -0,0 0,0
13583 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13583 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13583 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13584 user_main_a DEBUG runtime syncEmulator immediately=true
13584 GUI DEBUG ge vaddr 0880a890
13584 GUI DEBUG ge prim triangle 12x
13584 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13584 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13584 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13584 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13584 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13585 user_main_a DEBUG runtime syncEmulator immediately=true
13585 GUI DEBUG ge finish (0)
13585 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x31, behavior=1, signalId=0x0
13585 GUI DEBUG ge end pc=0x880d9a4
13585 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x31, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13585 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x31, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13586 user_main_a DEBUG runtime syncEmulator immediately=true
13586 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13586 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13586 user_main_a DEBUG runtime Start of Callback 0x08806468
13586 user_main_a DEBUG runtime End of Callback 0x08806468
13586 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x31, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13586 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13586 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x31, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13586 user_main_a DEBUG runtime Ending Idle State
13587 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13587 user_main_a DEBUG runtime Waiting to be scheduled...
13587 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13587 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13587 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13587 idle1_6 DEBUG runtime Scheduled, restarting...
13588 idle1_6 DEBUG runtime syncEmulator immediately=false
13588 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13588 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13588 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13588 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13588 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13589 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13588 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13589 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13589 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13589 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13589 idle1_6 DEBUG runtime Waiting to be scheduled...
13589 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13589 user_main_a DEBUG runtime Scheduled, restarting...
13590 user_main_a DEBUG runtime syncEmulator immediately=false
13590 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13590 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13590 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13590 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13590 user_main_a DEBUG runtime Starting Idle State...
13590 user_main_a DEBUG runtime syncEmulator immediately=true
13592 user_main_a DEBUG runtime syncEmulator immediately=true
13592 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13592 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13592 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13593 user_main_a DEBUG runtime syncEmulator immediately=true
13594 user_main_a DEBUG runtime syncEmulator immediately=true
13595 user_main_a DEBUG runtime syncEmulator immediately=true
13596 user_main_a DEBUG runtime syncEmulator immediately=true
13597 user_main_a DEBUG runtime syncEmulator immediately=true
13598 user_main_a DEBUG runtime syncEmulator immediately=true
13599 user_main_a DEBUG runtime syncEmulator immediately=true
13600 user_main_a DEBUG runtime syncEmulator immediately=true
13601 user_main_a DEBUG runtime syncEmulator immediately=true
13602 user_main_a DEBUG runtime syncEmulator immediately=true
13603 user_main_a DEBUG runtime syncEmulator immediately=true
13604 user_main_a DEBUG runtime syncEmulator immediately=true
13605 user_main_a DEBUG runtime syncEmulator immediately=true
13605 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13605 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13605 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13605 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13605 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13606 user_main_a DEBUG runtime Switching to Thread idle1
13606 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13606 user_main_a DEBUG runtime Switching to Thread user_main
13606 user_main_a DEBUG runtime Ending Idle State
13606 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13606 user_main_a DEBUG runtime syncEmulator immediately=false
13606 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13606 user_main_a DEBUG runtime syncEmulator immediately=false
13607 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13607 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13607 user_main_a DEBUG runtime syncEmulator immediately=false
13607 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13607 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x32
13607 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13608 user_main_a DEBUG runtime syncEmulator immediately=false
13608 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D888)
13608 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D89C)
13608 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13608 GUI DEBUG ge executeList PspGeList[id=0x32, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13608 GUI DEBUG ge fbp fbp=4000000, fbw=512
13608 GUI DEBUG ge fbw fbp=0, fbw=512
13609 GUI DEBUG ge base 08000000
13609 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13608 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D99C)
13609 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13609 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x32, stall=0x0880D9A4)
13609 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13609 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13609 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x32, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13610 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13610 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13610 GUI DEBUG ge clear mode : 5
13610 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13610 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13610 user_main_a DEBUG runtime Starting Idle State...
13610 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13611 GUI DEBUG ge vaddr 0880d870
13611 GUI DEBUG ge Texture.hashCode: 8192 bytes
13611 GUI DEBUG ge tflush Reusing cached texture 4
13610 user_main_a DEBUG runtime syncEmulator immediately=true
13611 GUI DEBUG ge prim sprites 1x
13611 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13611 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13611 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13612 user_main_a DEBUG runtime syncEmulator immediately=true
13612 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13612 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13612 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13612 GUI DEBUG ge clear mode end
13612 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13612 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13613 user_main_a DEBUG runtime syncEmulator immediately=true
13613 GUI DEBUG ge tflush (deferring to prim)
13613 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13613 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13613 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13613 GUI DEBUG ge tflush (deferring to prim)
13613 GUI DEBUG ge sceGuTexFunc mode 000004
13613 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13613 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13614 user_main_a DEBUG runtime syncEmulator immediately=true
13614 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13614 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13614 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13614 GUI DEBUG ge material ambient a=1,0 (FF)
13614 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13614 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13614 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13615 user_main_a DEBUG runtime syncEmulator immediately=true
13615 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13615 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13615 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13615 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13615 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13615 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13616 user_main_a DEBUG runtime syncEmulator immediately=true
13616 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13616 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13616 GUI DEBUG ge glLoadMatrixf 0,3 -0,8 0,6 0,0
13616 GUI DEBUG ge glLoadMatrixf 0,2 -0,5 -0,8 0,0
13616 GUI DEBUG ge glLoadMatrixf 0,9 0,3 -0,0 0,0
13616 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13616 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13617 user_main_a DEBUG runtime syncEmulator immediately=true
13617 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13617 GUI DEBUG ge vaddr 0880a890
13617 GUI DEBUG ge prim triangle 12x
13617 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13617 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13617 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13617 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13618 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13618 user_main_a DEBUG runtime syncEmulator immediately=true
13618 GUI DEBUG ge finish (0)
13618 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x32, behavior=1, signalId=0x0
13618 GUI DEBUG ge end pc=0x880d9a4
13618 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x32, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13618 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x32, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13619 user_main_a DEBUG runtime syncEmulator immediately=true
13619 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13619 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13619 user_main_a DEBUG runtime Start of Callback 0x08806468
13619 user_main_a DEBUG runtime End of Callback 0x08806468
13619 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x32, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13619 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13619 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x32, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13620 user_main_a DEBUG runtime Ending Idle State
13620 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13620 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13620 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13620 idle1_6 DEBUG runtime Scheduled, restarting...
13620 user_main_a DEBUG runtime Waiting to be scheduled...
13620 idle1_6 DEBUG runtime syncEmulator immediately=false
13621 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13621 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13620 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13621 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13621 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13621 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13622 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13622 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13622 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13622 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13622 idle1_6 DEBUG runtime Waiting to be scheduled...
13622 user_main_a DEBUG runtime Scheduled, restarting...
13622 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13623 user_main_a DEBUG runtime syncEmulator immediately=false
13623 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13623 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13623 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13623 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13623 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13624 user_main_a DEBUG runtime Starting Idle State...
13624 user_main_a DEBUG runtime syncEmulator immediately=true
13625 user_main_a DEBUG runtime syncEmulator immediately=true
13625 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13625 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13626 user_main_a DEBUG runtime syncEmulator immediately=true
13626 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13627 user_main_a DEBUG runtime syncEmulator immediately=true
13628 user_main_a DEBUG runtime syncEmulator immediately=true
13629 user_main_a DEBUG runtime syncEmulator immediately=true
13630 user_main_a DEBUG runtime syncEmulator immediately=true
13631 user_main_a DEBUG runtime syncEmulator immediately=true
13632 user_main_a DEBUG runtime syncEmulator immediately=true
13633 user_main_a DEBUG runtime syncEmulator immediately=true
13634 user_main_a DEBUG runtime syncEmulator immediately=true
13635 user_main_a DEBUG runtime syncEmulator immediately=true
13636 user_main_a DEBUG runtime syncEmulator immediately=true
13637 user_main_a DEBUG runtime syncEmulator immediately=true
13638 user_main_a DEBUG runtime syncEmulator immediately=true
13638 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13638 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13638 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13638 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13638 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13638 user_main_a DEBUG runtime Switching to Thread idle1
13639 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13639 user_main_a DEBUG runtime Switching to Thread user_main
13639 user_main_a DEBUG runtime Ending Idle State
13639 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13639 user_main_a DEBUG runtime syncEmulator immediately=false
13639 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13640 user_main_a DEBUG runtime syncEmulator immediately=false
13640 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13640 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13640 user_main_a DEBUG runtime syncEmulator immediately=false
13640 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13641 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x33
13641 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13641 user_main_a DEBUG runtime syncEmulator immediately=false
13641 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D888)
13641 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D89C)
13641 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13641 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D99C)
13642 GUI DEBUG ge executeList PspGeList[id=0x33, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13642 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x33, stall=0x0880D9A4)
13642 GUI DEBUG ge fbp fbp=4088000, fbw=512
13642 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13642 GUI DEBUG ge fbw fbp=88000, fbw=512
13642 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x33, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13642 GUI DEBUG ge base 08000000
13643 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13643 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13643 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13643 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13643 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13643 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13643 user_main_a DEBUG runtime Starting Idle State...
13644 user_main_a DEBUG runtime syncEmulator immediately=true
13644 GUI DEBUG ge clear mode : 5
13644 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13644 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13644 GUI DEBUG ge vaddr 0880d870
13644 GUI DEBUG ge Texture.hashCode: 8192 bytes
13645 user_main_a DEBUG runtime syncEmulator immediately=true
13645 GUI DEBUG ge tflush Reusing cached texture 4
13645 GUI DEBUG ge prim sprites 1x
13645 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13645 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13645 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13645 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13645 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13646 user_main_a DEBUG runtime syncEmulator immediately=true
13646 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13646 GUI DEBUG ge clear mode end
13646 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13646 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13646 GUI DEBUG ge tflush (deferring to prim)
13646 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13647 user_main_a DEBUG runtime syncEmulator immediately=true
13647 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13647 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13647 GUI DEBUG ge tflush (deferring to prim)
13647 GUI DEBUG ge sceGuTexFunc mode 000004
13647 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13647 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13647 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13648 user_main_a DEBUG runtime syncEmulator immediately=true
13648 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13648 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13648 GUI DEBUG ge material ambient a=1,0 (FF)
13648 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13648 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13648 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13649 user_main_a DEBUG runtime syncEmulator immediately=true
13649 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13649 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13649 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13649 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13649 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13649 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13650 user_main_a DEBUG runtime syncEmulator immediately=true
13650 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13650 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13650 GUI DEBUG ge glLoadMatrixf 0,3 -0,8 0,5 0,0
13650 GUI DEBUG ge glLoadMatrixf 0,2 -0,5 -0,9 0,0
13650 GUI DEBUG ge glLoadMatrixf 0,9 0,4 -0,0 0,0
13650 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13650 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13651 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13651 GUI DEBUG ge vaddr 0880a890
13651 GUI DEBUG ge prim triangle 12x
13651 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13651 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13651 user_main_a DEBUG runtime syncEmulator immediately=true
13652 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13652 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13652 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13652 GUI DEBUG ge finish (0)
13652 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x33, behavior=1, signalId=0x0
13652 GUI DEBUG ge end pc=0x880d9a4
13653 user_main_a DEBUG runtime syncEmulator immediately=true
13653 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x33, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13653 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13653 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x33, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13653 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13653 user_main_a DEBUG runtime Start of Callback 0x08806468
13653 user_main_a DEBUG runtime End of Callback 0x08806468
13654 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x33, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13654 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13654 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x33, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13654 user_main_a DEBUG runtime Ending Idle State
13654 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13654 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13654 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13654 idle1_6 DEBUG runtime Scheduled, restarting...
13654 user_main_a DEBUG runtime Waiting to be scheduled...
13655 idle1_6 DEBUG runtime syncEmulator immediately=false
13655 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13655 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13655 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13655 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13656 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13656 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13656 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13656 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13656 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13656 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13657 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13657 idle1_6 DEBUG runtime Waiting to be scheduled...
13657 user_main_a DEBUG runtime Scheduled, restarting...
13657 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13657 user_main_a DEBUG runtime syncEmulator immediately=false
13657 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13658 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13658 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13658 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13658 user_main_a DEBUG runtime Starting Idle State...
13658 user_main_a DEBUG runtime syncEmulator immediately=true
13659 user_main_a DEBUG runtime syncEmulator immediately=true
13659 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13660 user_main_a DEBUG runtime syncEmulator immediately=true
13660 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13660 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13661 user_main_a DEBUG runtime syncEmulator immediately=true
13662 user_main_a DEBUG runtime syncEmulator immediately=true
13663 user_main_a DEBUG runtime syncEmulator immediately=true
13664 user_main_a DEBUG runtime syncEmulator immediately=true
13665 user_main_a DEBUG runtime syncEmulator immediately=true
13666 user_main_a DEBUG runtime syncEmulator immediately=true
13667 user_main_a DEBUG runtime syncEmulator immediately=true
13668 user_main_a DEBUG runtime syncEmulator immediately=true
13669 user_main_a DEBUG runtime syncEmulator immediately=true
13670 user_main_a DEBUG runtime syncEmulator immediately=true
13671 user_main_a DEBUG runtime syncEmulator immediately=true
13671 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13671 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13671 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13671 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13671 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13672 user_main_a DEBUG runtime Switching to Thread idle1
13672 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13672 user_main_a DEBUG runtime Switching to Thread user_main
13672 user_main_a DEBUG runtime Ending Idle State
13672 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13672 user_main_a DEBUG runtime syncEmulator immediately=false
13672 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13673 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13673 user_main_a DEBUG runtime syncEmulator immediately=false
13673 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13673 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x34
13673 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13673 user_main_a DEBUG runtime syncEmulator immediately=false
13674 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D888)
13674 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13674 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D89C)
13674 GUI DEBUG ge executeList PspGeList[id=0x34, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13674 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D99C)
13674 GUI DEBUG ge fbp fbp=4000000, fbw=512
13674 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x34, stall=0x0880D9A4)
13674 GUI DEBUG ge fbw fbp=0, fbw=512
13675 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13675 GUI DEBUG ge base 08000000
13675 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x34, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13675 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13675 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13675 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13675 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13676 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13676 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13676 user_main_a DEBUG runtime Starting Idle State...
13676 user_main_a DEBUG runtime syncEmulator immediately=true
13676 GUI DEBUG ge clear mode : 5
13676 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13677 user_main_a DEBUG runtime syncEmulator immediately=true
13677 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13677 GUI DEBUG ge vaddr 0880d870
13677 GUI DEBUG ge Texture.hashCode: 8192 bytes
13677 GUI DEBUG ge tflush Reusing cached texture 4
13678 user_main_a DEBUG runtime syncEmulator immediately=true
13678 GUI DEBUG ge prim sprites 1x
13678 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13678 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13678 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13678 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13678 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13679 user_main_a DEBUG runtime syncEmulator immediately=true
13679 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13679 GUI DEBUG ge clear mode end
13679 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13679 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13679 GUI DEBUG ge tflush (deferring to prim)
13679 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13680 user_main_a DEBUG runtime syncEmulator immediately=true
13680 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13680 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13680 GUI DEBUG ge tflush (deferring to prim)
13680 GUI DEBUG ge sceGuTexFunc mode 000004
13680 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13680 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13680 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13681 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13681 user_main_a DEBUG runtime syncEmulator immediately=true
13681 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13681 GUI DEBUG ge material ambient a=1,0 (FF)
13681 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13681 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13682 user_main_a DEBUG runtime syncEmulator immediately=true
13682 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13682 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13682 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13682 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13682 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13682 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13683 user_main_a DEBUG runtime syncEmulator immediately=true
13683 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13683 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13683 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13683 GUI DEBUG ge glLoadMatrixf 0,3 -0,8 0,5 0,0
13683 GUI DEBUG ge glLoadMatrixf 0,2 -0,5 -0,9 0,0
13684 user_main_a DEBUG runtime syncEmulator immediately=true
13684 GUI DEBUG ge glLoadMatrixf 0,9 0,4 0,0 0,0
13684 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13684 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13684 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13684 GUI DEBUG ge vaddr 0880a890
13684 GUI DEBUG ge prim triangle 12x
13685 user_main_a DEBUG runtime syncEmulator immediately=true
13685 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13685 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13685 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13685 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13685 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13685 GUI DEBUG ge finish (0)
13686 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x34, behavior=1, signalId=0x0
13686 user_main_a DEBUG runtime syncEmulator immediately=true
13686 GUI DEBUG ge end pc=0x880d9a4
13686 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13686 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x34, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13686 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13686 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x34, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13686 user_main_a DEBUG runtime Start of Callback 0x08806468
13687 user_main_a DEBUG runtime End of Callback 0x08806468
13687 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x34, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13687 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13687 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x34, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13687 user_main_a DEBUG runtime Ending Idle State
13688 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13687 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13688 idle1_6 DEBUG runtime Scheduled, restarting...
13688 user_main_a DEBUG runtime Waiting to be scheduled...
13688 idle1_6 DEBUG runtime syncEmulator immediately=false
13688 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13688 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13688 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13689 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13689 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
13689 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13689 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
13689 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13690 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13690 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13690 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13690 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13690 user_main_a DEBUG runtime Scheduled, restarting...
13690 user_main_a DEBUG runtime syncEmulator immediately=false
13691 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13691 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13691 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13690 idle1_6 DEBUG runtime Waiting to be scheduled...
13691 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13692 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13692 user_main_a DEBUG runtime Starting Idle State...
13692 user_main_a DEBUG runtime syncEmulator immediately=true
13693 user_main_a DEBUG runtime syncEmulator immediately=true
13693 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13694 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13694 user_main_a DEBUG runtime syncEmulator immediately=true
13694 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13695 user_main_a DEBUG runtime syncEmulator immediately=true
13696 user_main_a DEBUG runtime syncEmulator immediately=true
13697 user_main_a DEBUG runtime syncEmulator immediately=true
13698 user_main_a DEBUG runtime syncEmulator immediately=true
13699 user_main_a DEBUG runtime syncEmulator immediately=true
13700 user_main_a DEBUG runtime syncEmulator immediately=true
13701 user_main_a DEBUG runtime syncEmulator immediately=true
13702 user_main_a DEBUG runtime syncEmulator immediately=true
13703 user_main_a DEBUG runtime syncEmulator immediately=true
13704 user_main_a DEBUG runtime syncEmulator immediately=true
13705 user_main_a DEBUG runtime syncEmulator immediately=true
13705 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13705 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13705 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13705 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13705 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13706 user_main_a DEBUG runtime Switching to Thread idle1
13706 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13706 user_main_a DEBUG runtime Switching to Thread user_main
13706 user_main_a DEBUG runtime Ending Idle State
13706 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13706 user_main_a DEBUG runtime syncEmulator immediately=false
13707 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13707 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13707 user_main_a DEBUG runtime syncEmulator immediately=false
13707 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13707 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x35
13707 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13708 user_main_a DEBUG runtime syncEmulator immediately=false
13708 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D888)
13708 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D89C)
13708 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13708 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D99C)
13708 GUI DEBUG ge executeList PspGeList[id=0x35, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13709 GUI DEBUG ge fbp fbp=4088000, fbw=512
13708 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x35, stall=0x0880D9A4)
13709 GUI DEBUG ge fbw fbp=88000, fbw=512
13709 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13709 GUI DEBUG ge base 08000000
13709 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x35, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13709 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13710 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13709 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13710 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13710 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13710 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13710 user_main_a DEBUG runtime Starting Idle State...
13711 user_main_a DEBUG runtime syncEmulator immediately=true
13710 GUI DEBUG ge clear mode : 5
13711 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13711 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13711 GUI DEBUG ge vaddr 0880d870
13711 GUI DEBUG ge Texture.hashCode: 8192 bytes
13712 user_main_a DEBUG runtime syncEmulator immediately=true
13712 GUI DEBUG ge tflush Reusing cached texture 4
13712 GUI DEBUG ge prim sprites 1x
13712 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13712 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13712 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13712 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13713 user_main_a DEBUG runtime syncEmulator immediately=true
13713 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13713 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13713 GUI DEBUG ge clear mode end
13713 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13713 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13713 GUI DEBUG ge tflush (deferring to prim)
13714 user_main_a DEBUG runtime syncEmulator immediately=true
13714 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13714 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13714 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13714 GUI DEBUG ge tflush (deferring to prim)
13714 GUI DEBUG ge sceGuTexFunc mode 000004
13714 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13715 user_main_a DEBUG runtime syncEmulator immediately=true
13715 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13715 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13715 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13715 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13715 GUI DEBUG ge material ambient a=1,0 (FF)
13716 user_main_a DEBUG runtime syncEmulator immediately=true
13716 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13716 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13716 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13716 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13716 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13716 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13717 user_main_a DEBUG runtime syncEmulator immediately=true
13717 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13717 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13717 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13717 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13717 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13717 GUI DEBUG ge glLoadMatrixf 0,3 -0,8 0,5 0,0
13718 user_main_a DEBUG runtime syncEmulator immediately=true
13718 GUI DEBUG ge glLoadMatrixf 0,2 -0,4 -0,9 0,0
13718 GUI DEBUG ge glLoadMatrixf 0,9 0,4 0,0 0,0
13718 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13718 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13718 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13718 GUI DEBUG ge vaddr 0880a890
13719 user_main_a DEBUG runtime syncEmulator immediately=true
13719 GUI DEBUG ge prim triangle 12x
13719 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13719 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13719 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13719 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13720 user_main_a DEBUG runtime syncEmulator immediately=true
13720 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13720 GUI DEBUG ge finish (0)
13720 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x35, behavior=1, signalId=0x0
13720 GUI DEBUG ge end pc=0x880d9a4
13720 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x35, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13721 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x35, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13721 user_main_a DEBUG runtime syncEmulator immediately=true
13721 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13721 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13721 user_main_a DEBUG runtime Start of Callback 0x08806468
13721 user_main_a DEBUG runtime End of Callback 0x08806468
13722 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x35, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13722 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13722 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x35, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13722 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13722 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13722 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13722 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13722 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13723 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13723 user_main_a DEBUG runtime Ending Idle State
13723 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13723 user_main_a DEBUG runtime Waiting to be scheduled...
13723 idle1_6 DEBUG runtime Scheduled, restarting...
13724 idle1_6 DEBUG runtime syncEmulator immediately=false
13724 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13724 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13724 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13724 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13725 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13725 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13725 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13725 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13725 idle1_6 DEBUG runtime Waiting to be scheduled...
13726 user_main_a DEBUG runtime Scheduled, restarting...
13726 user_main_a DEBUG runtime syncEmulator immediately=false
13726 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13727 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13727 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13727 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13727 user_main_a DEBUG runtime Starting Idle State...
13727 user_main_a DEBUG runtime syncEmulator immediately=true
13728 user_main_a DEBUG runtime syncEmulator immediately=true
13728 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13728 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13729 user_main_a DEBUG runtime syncEmulator immediately=true
13729 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13730 user_main_a DEBUG runtime syncEmulator immediately=true
13731 user_main_a DEBUG runtime syncEmulator immediately=true
13732 user_main_a DEBUG runtime syncEmulator immediately=true
13733 user_main_a DEBUG runtime syncEmulator immediately=true
13734 user_main_a DEBUG runtime syncEmulator immediately=true
13735 user_main_a DEBUG runtime syncEmulator immediately=true
13736 user_main_a DEBUG runtime syncEmulator immediately=true
13737 user_main_a DEBUG runtime syncEmulator immediately=true
13738 user_main_a DEBUG runtime syncEmulator immediately=true
13738 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13738 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13738 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13738 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13738 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13739 user_main_a DEBUG runtime Switching to Thread idle1
13739 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13739 user_main_a DEBUG runtime Switching to Thread user_main
13739 user_main_a DEBUG runtime Ending Idle State
13739 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13739 user_main_a DEBUG runtime syncEmulator immediately=false
13740 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13740 user_main_a DEBUG runtime syncEmulator immediately=false
13740 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13740 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13740 user_main_a DEBUG runtime syncEmulator immediately=false
13740 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13741 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x36
13741 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13741 user_main_a DEBUG runtime syncEmulator immediately=false
13741 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D888)
13741 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13741 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D89C)
13742 GUI DEBUG ge executeList PspGeList[id=0x36, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13742 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D99C)
13742 GUI DEBUG ge fbp fbp=4000000, fbw=512
13742 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x36, stall=0x0880D9A4)
13742 GUI DEBUG ge fbw fbp=0, fbw=512
13742 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13742 GUI DEBUG ge base 08000000
13743 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x36, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13743 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13743 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13743 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13743 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13743 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13744 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13744 user_main_a DEBUG runtime Starting Idle State...
13744 user_main_a DEBUG runtime syncEmulator immediately=true
13744 GUI DEBUG ge clear mode : 5
13744 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13745 user_main_a DEBUG runtime syncEmulator immediately=true
13745 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13745 GUI DEBUG ge vaddr 0880d870
13745 GUI DEBUG ge Texture.hashCode: 8192 bytes
13745 GUI DEBUG ge tflush Reusing cached texture 4
13745 GUI DEBUG ge prim sprites 1x
13745 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13746 user_main_a DEBUG runtime syncEmulator immediately=true
13746 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13746 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13746 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13746 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13746 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13747 user_main_a DEBUG runtime syncEmulator immediately=true
13747 GUI DEBUG ge clear mode end
13747 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13747 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13747 GUI DEBUG ge tflush (deferring to prim)
13747 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13747 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13748 user_main_a DEBUG runtime syncEmulator immediately=true
13748 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13748 GUI DEBUG ge tflush (deferring to prim)
13748 GUI DEBUG ge sceGuTexFunc mode 000004
13748 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13748 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13749 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13749 user_main_a DEBUG runtime syncEmulator immediately=true
13749 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13749 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13749 GUI DEBUG ge material ambient a=1,0 (FF)
13749 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13749 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13750 user_main_a DEBUG runtime syncEmulator immediately=true
13750 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13750 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13750 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13750 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13750 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13751 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13751 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13751 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13751 user_main_a DEBUG runtime syncEmulator immediately=true
13751 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13751 GUI DEBUG ge glLoadMatrixf 0,4 -0,8 0,4 0,0
13751 GUI DEBUG ge glLoadMatrixf 0,2 -0,4 -0,9 0,0
13752 user_main_a DEBUG runtime syncEmulator immediately=true
13752 GUI DEBUG ge glLoadMatrixf 0,9 0,4 0,0 0,0
13752 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13752 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13752 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13752 GUI DEBUG ge vaddr 0880a890
13753 user_main_a DEBUG runtime syncEmulator immediately=true
13753 GUI DEBUG ge prim triangle 12x
13753 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13753 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13753 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13753 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13754 user_main_a DEBUG runtime syncEmulator immediately=true
13754 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13754 GUI DEBUG ge finish (0)
13754 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x36, behavior=1, signalId=0x0
13754 GUI DEBUG ge end pc=0x880d9a4
13754 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x36, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13755 user_main_a DEBUG runtime syncEmulator immediately=true
13755 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x36, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13755 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13755 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13755 user_main_a DEBUG runtime Start of Callback 0x08806468
13755 user_main_a DEBUG runtime End of Callback 0x08806468
13756 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x36, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13756 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13756 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x36, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13756 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13756 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13756 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13756 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13757 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13757 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13757 user_main_a DEBUG runtime Ending Idle State
13757 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13757 user_main_a DEBUG runtime Waiting to be scheduled...
13758 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13758 idle1_6 DEBUG runtime Scheduled, restarting...
13759 idle1_6 DEBUG runtime syncEmulator immediately=false
13759 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13759 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13759 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13759 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13760 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13760 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13760 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13760 idle1_6 DEBUG runtime Waiting to be scheduled...
13760 user_main_a DEBUG runtime Scheduled, restarting...
13760 user_main_a DEBUG runtime syncEmulator immediately=false
13761 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13761 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13761 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13761 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13761 user_main_a DEBUG runtime Starting Idle State...
13761 user_main_a DEBUG runtime syncEmulator immediately=true
13763 user_main_a DEBUG runtime syncEmulator immediately=true
13763 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13763 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13764 user_main_a DEBUG runtime syncEmulator immediately=true
13764 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13765 user_main_a DEBUG runtime syncEmulator immediately=true
13766 user_main_a DEBUG runtime syncEmulator immediately=true
13767 user_main_a DEBUG runtime syncEmulator immediately=true
13768 user_main_a DEBUG runtime syncEmulator immediately=true
13769 user_main_a DEBUG runtime syncEmulator immediately=true
13770 user_main_a DEBUG runtime syncEmulator immediately=true
13771 user_main_a DEBUG runtime syncEmulator immediately=true
13771 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13771 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13771 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13771 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13772 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13772 user_main_a DEBUG runtime Switching to Thread idle1
13772 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13772 user_main_a DEBUG runtime Switching to Thread user_main
13772 user_main_a DEBUG runtime Ending Idle State
13772 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13773 user_main_a DEBUG runtime syncEmulator immediately=false
13773 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13773 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13773 user_main_a DEBUG runtime syncEmulator immediately=false
13773 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13774 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x37
13774 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13774 user_main_a DEBUG runtime syncEmulator immediately=false
13774 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D888)
13774 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13774 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D89C)
13775 GUI DEBUG ge executeList PspGeList[id=0x37, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13775 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D99C)
13775 GUI DEBUG ge fbp fbp=4088000, fbw=512
13775 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x37, stall=0x0880D9A4)
13775 GUI DEBUG ge fbw fbp=88000, fbw=512
13775 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13776 GUI DEBUG ge base 08000000
13776 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x37, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13776 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13776 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13776 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13776 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13777 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13777 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13777 user_main_a DEBUG runtime Starting Idle State...
13777 user_main_a DEBUG runtime syncEmulator immediately=true
13777 GUI DEBUG ge clear mode : 5
13778 user_main_a DEBUG runtime syncEmulator immediately=true
13778 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13778 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13778 GUI DEBUG ge vaddr 0880d870
13778 GUI DEBUG ge Texture.hashCode: 8192 bytes
13779 user_main_a DEBUG runtime syncEmulator immediately=true
13779 GUI DEBUG ge tflush Reusing cached texture 4
13779 GUI DEBUG ge prim sprites 1x
13779 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13779 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13780 user_main_a DEBUG runtime syncEmulator immediately=true
13780 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13780 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13780 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13780 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13781 user_main_a DEBUG runtime syncEmulator immediately=true
13781 GUI DEBUG ge clear mode end
13781 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13781 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13781 GUI DEBUG ge tflush (deferring to prim)
13781 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13782 user_main_a DEBUG runtime syncEmulator immediately=true
13782 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13782 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13782 GUI DEBUG ge tflush (deferring to prim)
13782 GUI DEBUG ge sceGuTexFunc mode 000004
13782 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13783 user_main_a DEBUG runtime syncEmulator immediately=true
13783 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13783 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13783 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13783 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13783 GUI DEBUG ge material ambient a=1,0 (FF)
13784 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13784 user_main_a DEBUG runtime syncEmulator immediately=true
13784 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13784 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13784 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13784 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13784 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13785 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13785 user_main_a DEBUG runtime syncEmulator immediately=true
13785 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13785 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13785 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13785 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13786 user_main_a DEBUG runtime syncEmulator immediately=true
13786 GUI DEBUG ge glLoadMatrixf 0,4 -0,8 0,4 0,0
13786 GUI DEBUG ge glLoadMatrixf 0,2 -0,4 -0,9 0,0
13786 GUI DEBUG ge glLoadMatrixf 0,9 0,4 0,0 0,0
13786 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13786 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13787 user_main_a DEBUG runtime syncEmulator immediately=true
13787 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13787 GUI DEBUG ge vaddr 0880a890
13787 GUI DEBUG ge prim triangle 12x
13787 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13788 user_main_a DEBUG runtime syncEmulator immediately=true
13788 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13788 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13788 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13788 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13788 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13788 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13789 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13789 GUI DEBUG ge finish (0)
13789 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x37, behavior=1, signalId=0x0
13789 GUI DEBUG ge end pc=0x880d9a4
13790 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x37, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13790 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x37, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13790 user_main_a DEBUG runtime syncEmulator immediately=true
13790 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13790 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13791 user_main_a DEBUG runtime Start of Callback 0x08806468
13791 user_main_a DEBUG runtime End of Callback 0x08806468
13791 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x37, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13791 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13791 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x37, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13791 user_main_a DEBUG runtime Ending Idle State
13791 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13792 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13792 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13792 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13792 user_main_a DEBUG runtime Waiting to be scheduled...
13792 idle1_6 DEBUG runtime Scheduled, restarting...
13793 idle1_6 DEBUG runtime syncEmulator immediately=false
13793 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13793 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13794 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13794 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13794 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13794 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13794 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13795 idle1_6 DEBUG runtime Waiting to be scheduled...
13795 user_main_a DEBUG runtime Scheduled, restarting...
13795 user_main_a DEBUG runtime syncEmulator immediately=false
13795 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13795 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13796 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13796 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13796 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13796 user_main_a DEBUG runtime Starting Idle State...
13796 user_main_a DEBUG runtime syncEmulator immediately=true
13798 user_main_a DEBUG runtime syncEmulator immediately=true
13798 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13799 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13799 user_main_a DEBUG runtime syncEmulator immediately=true
13799 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13800 user_main_a DEBUG runtime syncEmulator immediately=true
13801 user_main_a DEBUG runtime syncEmulator immediately=true
13802 user_main_a DEBUG runtime syncEmulator immediately=true
13803 user_main_a DEBUG runtime syncEmulator immediately=true
13804 user_main_a DEBUG runtime syncEmulator immediately=true
13805 user_main_a DEBUG runtime syncEmulator immediately=true
13805 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13805 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13805 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13805 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13806 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13806 user_main_a DEBUG runtime Switching to Thread idle1
13806 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13806 user_main_a DEBUG runtime Switching to Thread user_main
13806 user_main_a DEBUG runtime Ending Idle State
13806 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13807 user_main_a DEBUG runtime syncEmulator immediately=false
13807 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13807 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13807 user_main_a DEBUG runtime syncEmulator immediately=false
13807 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13808 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x38
13808 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13808 user_main_a DEBUG runtime syncEmulator immediately=false
13808 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D888)
13808 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13808 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D89C)
13809 GUI DEBUG ge executeList PspGeList[id=0x38, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13809 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D99C)
13809 GUI DEBUG ge fbp fbp=4000000, fbw=512
13809 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x38, stall=0x0880D9A4)
13809 GUI DEBUG ge fbw fbp=0, fbw=512
13810 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13810 GUI DEBUG ge base 08000000
13810 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x38, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13810 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13810 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13811 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13810 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13811 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13811 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13812 user_main_a DEBUG runtime Starting Idle State...
13812 user_main_a DEBUG runtime syncEmulator immediately=true
13812 GUI DEBUG ge clear mode : 5
13812 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13812 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13813 user_main_a DEBUG runtime syncEmulator immediately=true
13813 GUI DEBUG ge vaddr 0880d870
13813 GUI DEBUG ge Texture.hashCode: 8192 bytes
13813 GUI DEBUG ge tflush Reusing cached texture 4
13813 GUI DEBUG ge prim sprites 1x
13814 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13814 user_main_a DEBUG runtime syncEmulator immediately=true
13814 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13814 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13814 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13814 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13815 user_main_a DEBUG runtime syncEmulator immediately=true
13815 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13815 GUI DEBUG ge clear mode end
13815 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13815 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13815 GUI DEBUG ge tflush (deferring to prim)
13816 user_main_a DEBUG runtime syncEmulator immediately=true
13816 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13816 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13816 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13816 GUI DEBUG ge tflush (deferring to prim)
13816 GUI DEBUG ge sceGuTexFunc mode 000004
13817 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13817 user_main_a DEBUG runtime syncEmulator immediately=true
13817 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13817 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13817 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13818 user_main_a DEBUG runtime syncEmulator immediately=true
13818 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13818 GUI DEBUG ge material ambient a=1,0 (FF)
13818 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13818 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13818 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13819 user_main_a DEBUG runtime syncEmulator immediately=true
13819 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13819 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13819 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13819 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13820 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13820 user_main_a DEBUG runtime syncEmulator immediately=true
13820 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13820 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13820 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13820 GUI DEBUG ge glLoadMatrixf 0,4 -0,8 0,4 0,0
13821 GUI DEBUG ge glLoadMatrixf 0,2 -0,3 -0,9 0,0
13821 GUI DEBUG ge glLoadMatrixf 0,9 0,4 0,0 0,0
13821 user_main_a DEBUG runtime syncEmulator immediately=true
13821 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13821 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13822 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13822 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13822 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13822 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13822 GUI DEBUG ge vaddr 0880a890
13823 GUI DEBUG ge prim triangle 12x
13823 user_main_a DEBUG runtime syncEmulator immediately=true
13823 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13823 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13823 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13823 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13824 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13824 user_main_a DEBUG runtime syncEmulator immediately=true
13824 GUI DEBUG ge finish (0)
13824 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x38, behavior=1, signalId=0x0
13824 GUI DEBUG ge end pc=0x880d9a4
13825 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x38, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13825 user_main_a DEBUG runtime syncEmulator immediately=true
13825 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x38, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13825 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13825 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13825 user_main_a DEBUG runtime Start of Callback 0x08806468
13826 user_main_a DEBUG runtime End of Callback 0x08806468
13826 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x38, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13826 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13826 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x38, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13826 user_main_a DEBUG runtime Ending Idle State
13826 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13827 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13827 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13827 idle1_6 DEBUG runtime Scheduled, restarting...
13827 user_main_a DEBUG runtime Waiting to be scheduled...
13827 idle1_6 DEBUG runtime syncEmulator immediately=false
13828 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13827 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13828 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13828 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13828 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13829 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13829 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13829 idle1_6 DEBUG runtime Waiting to be scheduled...
13829 user_main_a DEBUG runtime Scheduled, restarting...
13830 user_main_a DEBUG runtime syncEmulator immediately=false
13829 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13830 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13830 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13831 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13831 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13831 user_main_a DEBUG runtime Starting Idle State...
13831 user_main_a DEBUG runtime syncEmulator immediately=true
13831 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13832 user_main_a DEBUG runtime syncEmulator immediately=true
13833 user_main_a DEBUG runtime syncEmulator immediately=true
13834 user_main_a DEBUG runtime syncEmulator immediately=true
13834 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13834 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13835 user_main_a DEBUG runtime syncEmulator immediately=true
13835 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13836 user_main_a DEBUG runtime syncEmulator immediately=true
13837 user_main_a DEBUG runtime syncEmulator immediately=true
13838 user_main_a DEBUG runtime syncEmulator immediately=true
13838 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13838 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13838 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13838 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13839 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13839 user_main_a DEBUG runtime Switching to Thread idle1
13839 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13839 user_main_a DEBUG runtime Switching to Thread user_main
13839 user_main_a DEBUG runtime Ending Idle State
13840 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13840 user_main_a DEBUG runtime syncEmulator immediately=false
13840 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13840 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13840 user_main_a DEBUG runtime syncEmulator immediately=false
13841 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13841 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x39
13841 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13841 user_main_a DEBUG runtime syncEmulator immediately=false
13841 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D888)
13842 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13842 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D89C)
13842 GUI DEBUG ge executeList PspGeList[id=0x39, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13842 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D99C)
13842 GUI DEBUG ge fbp fbp=4088000, fbw=512
13842 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x39, stall=0x0880D9A4)
13843 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13843 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x39, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13843 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13843 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13843 GUI DEBUG ge fbw fbp=88000, fbw=512
13844 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13844 GUI DEBUG ge base 08000000
13844 user_main_a DEBUG runtime Starting Idle State...
13844 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13844 user_main_a DEBUG runtime syncEmulator immediately=true
13845 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13845 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13846 user_main_a DEBUG runtime syncEmulator immediately=true
13846 GUI DEBUG ge clear mode : 5
13846 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13846 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13846 GUI DEBUG ge vaddr 0880d870
13846 GUI DEBUG ge Texture.hashCode: 8192 bytes
13847 user_main_a DEBUG runtime syncEmulator immediately=true
13847 GUI DEBUG ge tflush Reusing cached texture 4
13847 GUI DEBUG ge prim sprites 1x
13847 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13847 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13848 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13848 user_main_a DEBUG runtime syncEmulator immediately=true
13848 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13848 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13848 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13849 GUI DEBUG ge clear mode end
13849 user_main_a DEBUG runtime syncEmulator immediately=true
13849 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13849 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13849 GUI DEBUG ge tflush (deferring to prim)
13849 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13850 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13850 user_main_a DEBUG runtime syncEmulator immediately=true
13850 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13850 GUI DEBUG ge tflush (deferring to prim)
13850 GUI DEBUG ge sceGuTexFunc mode 000004
13851 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13851 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13851 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13851 user_main_a DEBUG runtime syncEmulator immediately=true
13851 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13851 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13852 user_main_a DEBUG runtime syncEmulator immediately=true
13852 GUI DEBUG ge material ambient a=1,0 (FF)
13852 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13852 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13852 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13853 user_main_a DEBUG runtime syncEmulator immediately=true
13853 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13853 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13853 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13853 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13854 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13854 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13854 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13854 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13854 GUI DEBUG ge glLoadMatrixf 0,4 -0,8 0,3 0,0
13854 user_main_a DEBUG runtime syncEmulator immediately=true
13854 GUI DEBUG ge glLoadMatrixf 0,2 -0,3 -0,9 0,0
13855 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13855 GUI DEBUG ge glLoadMatrixf 0,9 0,4 0,0 0,0
13855 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13855 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13856 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13855 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13856 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13856 GUI DEBUG ge vaddr 0880a890
13856 GUI DEBUG ge prim triangle 12x
13856 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13857 user_main_a DEBUG runtime syncEmulator immediately=true
13857 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13857 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13857 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13857 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13858 user_main_a DEBUG runtime syncEmulator immediately=true
13858 GUI DEBUG ge finish (0)
13858 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x39, behavior=1, signalId=0x0
13858 GUI DEBUG ge end pc=0x880d9a4
13858 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x39, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13859 user_main_a DEBUG runtime syncEmulator immediately=true
13859 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x39, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13859 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13859 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13859 user_main_a DEBUG runtime Start of Callback 0x08806468
13860 user_main_a DEBUG runtime End of Callback 0x08806468
13860 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x39, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13860 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13860 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x39, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13860 user_main_a DEBUG runtime Ending Idle State
13861 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13860 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13861 idle1_6 DEBUG runtime Scheduled, restarting...
13861 user_main_a DEBUG runtime Waiting to be scheduled...
13861 idle1_6 DEBUG runtime syncEmulator immediately=false
13861 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13862 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13862 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13862 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13863 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13863 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13863 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13863 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13863 idle1_6 DEBUG runtime Waiting to be scheduled...
13864 user_main_a DEBUG runtime Scheduled, restarting...
13864 user_main_a DEBUG runtime syncEmulator immediately=false
13865 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13866 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13866 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13866 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13866 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13866 user_main_a DEBUG runtime Starting Idle State...
13867 user_main_a DEBUG runtime syncEmulator immediately=true
13867 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13868 user_main_a DEBUG runtime syncEmulator immediately=true
13869 user_main_a DEBUG runtime syncEmulator immediately=true
13869 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13870 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13870 user_main_a DEBUG runtime syncEmulator immediately=true
13870 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13871 user_main_a DEBUG runtime syncEmulator immediately=true
13871 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13871 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13871 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13872 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13872 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13872 user_main_a DEBUG runtime Switching to Thread idle1
13872 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13872 user_main_a DEBUG runtime Switching to Thread user_main
13873 user_main_a DEBUG runtime Ending Idle State
13873 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13873 user_main_a DEBUG runtime syncEmulator immediately=false
13873 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13873 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13874 user_main_a DEBUG runtime syncEmulator immediately=false
13874 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13874 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3A
13874 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13875 user_main_a DEBUG runtime syncEmulator immediately=false
13875 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D888)
13875 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D89C)
13876 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13876 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D99C)
13876 GUI DEBUG ge executeList PspGeList[id=0x3a, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13876 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3A, stall=0x0880D9A4)
13876 GUI DEBUG ge fbp fbp=4000000, fbw=512
13877 GUI DEBUG ge fbw fbp=0, fbw=512
13876 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13877 GUI DEBUG ge base 08000000
13877 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3a, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13877 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13878 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13877 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13878 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13878 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13878 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13879 GUI DEBUG ge clear mode : 5
13879 user_main_a DEBUG runtime Starting Idle State...
13879 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13879 user_main_a DEBUG runtime syncEmulator immediately=true
13880 user_main_a DEBUG runtime syncEmulator immediately=true
13879 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13880 GUI DEBUG ge vaddr 0880d870
13880 GUI DEBUG ge Texture.hashCode: 8192 bytes
13880 GUI DEBUG ge tflush Reusing cached texture 4
13880 GUI DEBUG ge prim sprites 1x
13881 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13881 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13881 user_main_a DEBUG runtime syncEmulator immediately=true
13881 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13881 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13882 user_main_a DEBUG runtime syncEmulator immediately=true
13882 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13882 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13882 GUI DEBUG ge clear mode end
13883 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13883 user_main_a DEBUG runtime syncEmulator immediately=true
13883 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13883 GUI DEBUG ge tflush (deferring to prim)
13883 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13883 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13884 user_main_a DEBUG runtime syncEmulator immediately=true
13884 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13884 GUI DEBUG ge tflush (deferring to prim)
13884 GUI DEBUG ge sceGuTexFunc mode 000004
13884 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13885 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13885 user_main_a DEBUG runtime syncEmulator immediately=true
13885 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13885 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13885 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13886 GUI DEBUG ge material ambient a=1,0 (FF)
13886 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13886 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13886 user_main_a DEBUG runtime syncEmulator immediately=true
13886 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13887 user_main_a DEBUG runtime syncEmulator immediately=true
13887 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13887 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13887 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13887 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13888 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13888 user_main_a DEBUG runtime syncEmulator immediately=true
13888 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13888 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13888 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13889 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13888 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13889 GUI DEBUG ge glLoadMatrixf 0,4 -0,9 0,3 0,0
13889 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13889 GUI DEBUG ge glLoadMatrixf 0,2 -0,2 -1,0 0,0
13889 GUI DEBUG ge glLoadMatrixf 0,9 0,5 0,0 0,0
13890 user_main_a DEBUG runtime syncEmulator immediately=true
13890 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13890 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13890 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13891 GUI DEBUG ge vaddr 0880a890
13891 user_main_a DEBUG runtime syncEmulator immediately=true
13891 GUI DEBUG ge prim triangle 12x
13891 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13891 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13892 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13892 user_main_a DEBUG runtime syncEmulator immediately=true
13892 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13892 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13892 GUI DEBUG ge finish (0)
13893 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3A, behavior=1, signalId=0x0
13893 user_main_a DEBUG runtime syncEmulator immediately=true
13893 GUI DEBUG ge end pc=0x880d9a4
13893 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13893 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3a, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13893 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13894 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13894 user_main_a DEBUG runtime Start of Callback 0x08806468
13894 user_main_a DEBUG runtime End of Callback 0x08806468
13894 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3a, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13895 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13895 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3a, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13895 user_main_a DEBUG runtime Ending Idle State
13895 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13895 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13895 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13896 idle1_6 DEBUG runtime Scheduled, restarting...
13896 user_main_a DEBUG runtime Waiting to be scheduled...
13896 idle1_6 DEBUG runtime syncEmulator immediately=false
13896 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13897 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13897 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13897 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13898 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13898 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13898 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13898 idle1_6 DEBUG runtime Waiting to be scheduled...
13898 user_main_a DEBUG runtime Scheduled, restarting...
13899 user_main_a DEBUG runtime syncEmulator immediately=false
13899 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13899 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13899 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13899 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13900 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13900 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13900 user_main_a DEBUG runtime Starting Idle State...
13901 user_main_a DEBUG runtime syncEmulator immediately=true
13902 user_main_a DEBUG runtime syncEmulator immediately=true
13903 user_main_a DEBUG runtime syncEmulator immediately=true
13903 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13903 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13904 user_main_a DEBUG runtime syncEmulator immediately=true
13904 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13905 user_main_a DEBUG runtime syncEmulator immediately=true
13905 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13905 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13905 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13906 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13906 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13906 user_main_a DEBUG runtime Switching to Thread idle1
13906 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13906 user_main_a DEBUG runtime Switching to Thread user_main
13907 user_main_a DEBUG runtime Ending Idle State
13907 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13907 user_main_a DEBUG runtime syncEmulator immediately=false
13907 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13908 user_main_a DEBUG runtime syncEmulator immediately=false
13908 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13908 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13908 user_main_a DEBUG runtime syncEmulator immediately=false
13909 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13909 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3B
13909 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13909 user_main_a DEBUG runtime syncEmulator immediately=false
13909 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D888)
13910 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13910 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D89C)
13910 GUI DEBUG ge executeList PspGeList[id=0x3b, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13910 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D99C)
13910 GUI DEBUG ge fbp fbp=4088000, fbw=512
13911 GUI DEBUG ge fbw fbp=88000, fbw=512
13911 GUI DEBUG ge base 08000000
13910 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3B, stall=0x0880D9A4)
13911 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13912 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13911 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13912 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13912 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3b, status=PSP_GE_LIST_DRAWING, pc=0x0880D88C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13912 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13913 GUI DEBUG ge clear mode : 5
13913 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13913 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13913 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13914 user_main_a DEBUG runtime Starting Idle State...
13913 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13914 user_main_a DEBUG runtime syncEmulator immediately=true
13914 GUI DEBUG ge vaddr 0880d870
13914 GUI DEBUG ge Texture.hashCode: 8192 bytes
13915 GUI DEBUG ge tflush Reusing cached texture 4
13915 user_main_a DEBUG runtime syncEmulator immediately=true
13915 GUI DEBUG ge prim sprites 1x
13915 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13915 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13916 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13916 user_main_a DEBUG runtime syncEmulator immediately=true
13916 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13916 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13916 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13917 user_main_a DEBUG runtime syncEmulator immediately=true
13917 GUI DEBUG ge clear mode end
13917 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13917 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13917 GUI DEBUG ge tflush (deferring to prim)
13918 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13918 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13918 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13918 GUI DEBUG ge tflush (deferring to prim)
13918 user_main_a DEBUG runtime syncEmulator immediately=true
13919 user_main_a DEBUG runtime syncEmulator immediately=true
13918 GUI DEBUG ge sceGuTexFunc mode 000004
13919 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13919 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13919 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13919 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13920 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13920 user_main_a DEBUG runtime syncEmulator immediately=true
13920 GUI DEBUG ge material ambient a=1,0 (FF)
13920 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13920 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13921 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13921 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13921 user_main_a DEBUG runtime syncEmulator immediately=true
13921 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13921 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13921 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13922 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13922 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13922 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13922 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13923 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13923 user_main_a DEBUG runtime syncEmulator immediately=true
13923 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13923 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13923 GUI DEBUG ge glLoadMatrixf 0,4 -0,9 0,3 0,0
13924 GUI DEBUG ge glLoadMatrixf 0,2 -0,2 -1,0 0,0
13924 user_main_a DEBUG runtime syncEmulator immediately=true
13924 GUI DEBUG ge glLoadMatrixf 0,9 0,5 0,0 0,0
13924 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13924 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13925 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13925 user_main_a DEBUG runtime syncEmulator immediately=true
13925 GUI DEBUG ge vaddr 0880a890
13925 GUI DEBUG ge prim triangle 12x
13925 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13926 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13926 user_main_a DEBUG runtime syncEmulator immediately=true
13926 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13926 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13926 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13927 user_main_a DEBUG runtime syncEmulator immediately=true
13927 GUI DEBUG ge finish (0)
13927 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3B, behavior=1, signalId=0x0
13927 GUI DEBUG ge end pc=0x880d9a4
13927 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3b, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13928 user_main_a DEBUG runtime syncEmulator immediately=true
13928 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13928 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13928 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13928 user_main_a DEBUG runtime Start of Callback 0x08806468
13929 user_main_a DEBUG runtime End of Callback 0x08806468
13929 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3b, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13929 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13929 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3b, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13929 user_main_a DEBUG runtime Ending Idle State
13929 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13930 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13930 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13930 idle1_6 DEBUG runtime Scheduled, restarting...
13930 user_main_a DEBUG runtime Waiting to be scheduled...
13930 idle1_6 DEBUG runtime syncEmulator immediately=false
13930 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13931 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13932 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13932 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13932 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13933 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13933 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13933 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13933 idle1_6 DEBUG runtime Waiting to be scheduled...
13933 user_main_a DEBUG runtime Scheduled, restarting...
13933 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13934 user_main_a DEBUG runtime syncEmulator immediately=false
13934 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13934 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13935 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13935 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13935 user_main_a DEBUG runtime Starting Idle State...
13935 user_main_a DEBUG runtime syncEmulator immediately=true
13936 user_main_a DEBUG runtime syncEmulator immediately=true
13937 user_main_a DEBUG runtime syncEmulator immediately=true
13937 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13938 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13938 user_main_a DEBUG runtime syncEmulator immediately=true
13938 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13938 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13938 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13939 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13940 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13940 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13940 user_main_a DEBUG runtime Switching to Thread idle1
13940 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13941 user_main_a DEBUG runtime Switching to Thread user_main
13941 user_main_a DEBUG runtime Ending Idle State
13941 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13941 user_main_a DEBUG runtime syncEmulator immediately=false
13941 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13942 user_main_a DEBUG runtime syncEmulator immediately=false
13942 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
13942 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13942 user_main_a DEBUG runtime syncEmulator immediately=false
13943 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13949 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3C
13950 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13950 user_main_a DEBUG runtime syncEmulator immediately=false
13950 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D888)
13950 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D89C)
13950 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D99C)
13950 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3C, stall=0x0880D9A4)
13951 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13951 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3c, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13951 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13951 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13951 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13951 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13951 user_main_a DEBUG runtime Starting Idle State...
13951 GUI DEBUG ge executeList PspGeList[id=0x3c, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13952 user_main_a DEBUG runtime syncEmulator immediately=true
13952 GUI DEBUG ge fbp fbp=4000000, fbw=512
13952 GUI DEBUG ge fbw fbp=0, fbw=512
13952 GUI DEBUG ge base 08000000
13952 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13952 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13952 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
13953 user_main_a DEBUG runtime syncEmulator immediately=true
13953 GUI DEBUG ge clear mode : 5
13953 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13953 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13953 GUI DEBUG ge vaddr 0880d870
13953 GUI DEBUG ge Texture.hashCode: 8192 bytes
13954 GUI DEBUG ge tflush Reusing cached texture 4
13954 user_main_a DEBUG runtime syncEmulator immediately=true
13954 GUI DEBUG ge prim sprites 1x
13954 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13954 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13954 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13954 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13954 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13954 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13955 user_main_a DEBUG runtime syncEmulator immediately=true
13955 GUI DEBUG ge clear mode end
13955 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13955 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13955 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13955 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13955 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13955 GUI DEBUG ge tflush (deferring to prim)
13955 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13956 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13956 user_main_a DEBUG runtime syncEmulator immediately=true
13956 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13956 GUI DEBUG ge tflush (deferring to prim)
13956 GUI DEBUG ge sceGuTexFunc mode 000004
13956 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13956 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13956 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13956 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13957 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13957 user_main_a DEBUG runtime syncEmulator immediately=true
13957 GUI DEBUG ge material ambient a=1,0 (FF)
13957 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13957 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13957 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13957 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13957 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13957 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13958 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13958 user_main_a DEBUG runtime syncEmulator immediately=true
13958 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13958 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13958 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13958 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13958 GUI DEBUG ge glLoadMatrixf 0,5 -0,9 0,2 0,0
13958 GUI DEBUG ge glLoadMatrixf 0,2 -0,2 -1,0 0,0
13958 GUI DEBUG ge glLoadMatrixf 0,9 0,5 0,1 0,0
13959 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13959 user_main_a DEBUG runtime syncEmulator immediately=true
13959 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13959 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13959 GUI DEBUG ge vaddr 0880a890
13959 GUI DEBUG ge prim triangle 12x
13959 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13959 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13959 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13960 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13960 user_main_a DEBUG runtime syncEmulator immediately=true
13960 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13960 GUI DEBUG ge finish (0)
13960 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3C, behavior=1, signalId=0x0
13960 GUI DEBUG ge end pc=0x880d9a4
13960 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3c, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13960 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13961 user_main_a DEBUG runtime syncEmulator immediately=true
13961 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13961 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13961 user_main_a DEBUG runtime Start of Callback 0x08806468
13961 user_main_a DEBUG runtime End of Callback 0x08806468
13961 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3c, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13961 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13961 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3c, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13962 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13961 user_main_a DEBUG runtime Ending Idle State
13962 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13962 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
13962 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13962 user_main_a DEBUG runtime Waiting to be scheduled...
13962 idle1_6 DEBUG runtime Scheduled, restarting...
13963 idle1_6 DEBUG runtime syncEmulator immediately=false
13963 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13963 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13963 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13963 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13964 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13964 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13964 idle1_6 DEBUG runtime Waiting to be scheduled...
13964 user_main_a DEBUG runtime Scheduled, restarting...
13964 user_main_a DEBUG runtime syncEmulator immediately=false
13964 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13964 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13965 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13965 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13965 user_main_a DEBUG runtime Starting Idle State...
13965 user_main_a DEBUG runtime syncEmulator immediately=true
13966 user_main_a DEBUG runtime syncEmulator immediately=true
13966 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13966 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13967 user_main_a DEBUG runtime syncEmulator immediately=true
13968 user_main_a DEBUG runtime syncEmulator immediately=true
13969 user_main_a DEBUG runtime syncEmulator immediately=true
13969 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13969 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
13970 user_main_a DEBUG runtime syncEmulator immediately=true
13970 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
13971 user_main_a DEBUG runtime syncEmulator immediately=true
13971 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13971 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
13971 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13972 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13972 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13972 user_main_a DEBUG runtime Switching to Thread idle1
13972 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13972 user_main_a DEBUG runtime Switching to Thread user_main
13972 user_main_a DEBUG runtime Ending Idle State
13972 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13973 user_main_a DEBUG runtime syncEmulator immediately=false
13973 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
13973 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13973 user_main_a DEBUG runtime syncEmulator immediately=false
13973 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
13973 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3D
13973 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13974 user_main_a DEBUG runtime syncEmulator immediately=false
13974 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D888)
13974 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D89C)
13974 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
13974 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D99C)
13974 GUI DEBUG ge executeList PspGeList[id=0x3d, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13974 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3D, stall=0x0880D9A4)
13974 GUI DEBUG ge fbp fbp=4088000, fbw=512
13974 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
13975 GUI DEBUG ge fbw fbp=88000, fbw=512
13975 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3d, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
13975 GUI DEBUG ge base 08000000
13975 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13975 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
13975 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13975 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
13976 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
13975 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13976 user_main_a DEBUG runtime Starting Idle State...
13976 user_main_a DEBUG runtime syncEmulator immediately=true
13976 GUI DEBUG ge clear mode : 5
13976 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
13976 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13976 GUI DEBUG ge vaddr 0880d870
13977 GUI DEBUG ge Texture.hashCode: 8192 bytes
13977 user_main_a DEBUG runtime syncEmulator immediately=true
13977 GUI DEBUG ge tflush Reusing cached texture 4
13977 GUI DEBUG ge prim sprites 1x
13977 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
13977 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13977 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13977 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13977 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13978 user_main_a DEBUG runtime syncEmulator immediately=true
13978 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
13978 GUI DEBUG ge clear mode end
13978 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
13978 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
13978 GUI DEBUG ge tflush (deferring to prim)
13978 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
13978 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
13979 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
13979 GUI DEBUG ge tflush (deferring to prim)
13979 user_main_a DEBUG runtime syncEmulator immediately=true
13979 GUI DEBUG ge sceGuTexFunc mode 000004
13979 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
13979 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
13979 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
13979 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
13980 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
13980 user_main_a DEBUG runtime syncEmulator immediately=true
13980 GUI DEBUG ge material ambient a=1,0 (FF)
13980 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
13980 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
13980 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
13980 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
13980 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
13981 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
13981 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
13981 user_main_a DEBUG runtime syncEmulator immediately=true
13981 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
13981 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
13981 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
13982 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
13982 GUI DEBUG ge glLoadMatrixf 0,5 -0,9 0,2 0,0
13982 GUI DEBUG ge glLoadMatrixf 0,2 -0,1 -1,0 0,0
13982 GUI DEBUG ge glLoadMatrixf 0,9 0,5 0,1 0,0
13982 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
13982 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
13982 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
13982 user_main_a DEBUG runtime syncEmulator immediately=true
13982 GUI DEBUG ge vaddr 0880a890
13983 GUI DEBUG ge prim triangle 12x
13983 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13983 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13983 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
13983 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
13983 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
13984 user_main_a DEBUG runtime syncEmulator immediately=true
13984 GUI DEBUG ge finish (0)
13984 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3D, behavior=1, signalId=0x0
13984 GUI DEBUG ge end pc=0x880d9a4
13984 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3d, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13984 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
13985 user_main_a DEBUG runtime syncEmulator immediately=true
13985 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
13985 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
13985 user_main_a DEBUG runtime Start of Callback 0x08806468
13985 user_main_a DEBUG runtime End of Callback 0x08806468
13985 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3d, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
13985 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13985 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3d, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
13986 user_main_a DEBUG runtime Ending Idle State
13986 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
13986 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
13986 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
13986 idle1_6 DEBUG runtime Scheduled, restarting...
13986 user_main_a DEBUG runtime Waiting to be scheduled...
13986 idle1_6 DEBUG runtime syncEmulator immediately=false
13986 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
13986 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
13987 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
13987 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
13987 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
13987 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
13987 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
13987 idle1_6 DEBUG runtime Waiting to be scheduled...
13988 user_main_a DEBUG runtime Scheduled, restarting...
13988 user_main_a DEBUG runtime syncEmulator immediately=false
13988 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
13988 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
13988 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
13988 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
13988 user_main_a DEBUG runtime syncEmulator immediately=false
13989 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
13989 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
13989 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
13989 user_main_a DEBUG runtime Switching from Thread user_main to idle1
13989 user_main_a DEBUG runtime Starting Idle State...
13989 user_main_a DEBUG runtime syncEmulator immediately=true
13990 user_main_a DEBUG runtime syncEmulator immediately=true
13991 user_main_a DEBUG runtime syncEmulator immediately=true
13992 user_main_a DEBUG runtime syncEmulator immediately=true
13993 user_main_a DEBUG runtime syncEmulator immediately=true
13994 user_main_a DEBUG runtime syncEmulator immediately=true
13995 user_main_a DEBUG runtime syncEmulator immediately=true
13996 user_main_a DEBUG runtime syncEmulator immediately=true
13997 user_main_a DEBUG runtime syncEmulator immediately=true
13998 user_main_a DEBUG runtime syncEmulator immediately=true
13999 user_main_a DEBUG runtime syncEmulator immediately=true
13999 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
13999 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14000 user_main_a DEBUG runtime syncEmulator immediately=true
14001 user_main_a DEBUG runtime syncEmulator immediately=true
14002 user_main_a DEBUG runtime syncEmulator immediately=true
14002 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14002 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14002 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14003 user_main_a DEBUG runtime syncEmulator immediately=true
14004 user_main_a DEBUG runtime syncEmulator immediately=true
14005 user_main_a DEBUG runtime syncEmulator immediately=true
14005 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14005 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14005 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14005 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14005 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14005 user_main_a DEBUG runtime Switching to Thread idle1
14006 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14006 user_main_a DEBUG runtime Switching to Thread user_main
14006 user_main_a DEBUG runtime Ending Idle State
14006 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14006 user_main_a DEBUG runtime syncEmulator immediately=false
14006 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14006 user_main_a DEBUG runtime syncEmulator immediately=false
14007 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
14007 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14007 user_main_a DEBUG runtime syncEmulator immediately=false
14007 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14007 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3E
14007 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14008 user_main_a DEBUG runtime syncEmulator immediately=false
14008 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D888)
14008 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D89C)
14008 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14008 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D99C)
14008 GUI DEBUG ge executeList PspGeList[id=0x3e, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14008 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3E, stall=0x0880D9A4)
14008 GUI DEBUG ge fbp fbp=4000000, fbw=512
14009 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14009 GUI DEBUG ge fbw fbp=0, fbw=512
14009 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3e, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14009 GUI DEBUG ge base 08000000
14009 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14009 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14009 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14009 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14009 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14010 user_main_a DEBUG runtime Starting Idle State...
14010 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
14010 user_main_a DEBUG runtime syncEmulator immediately=true
14010 GUI DEBUG ge clear mode : 5
14011 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14011 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14011 user_main_a DEBUG runtime syncEmulator immediately=true
14011 GUI DEBUG ge vaddr 0880d870
14011 GUI DEBUG ge Texture.hashCode: 8192 bytes
14011 GUI DEBUG ge tflush Reusing cached texture 4
14011 GUI DEBUG ge prim sprites 1x
14011 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14012 user_main_a DEBUG runtime syncEmulator immediately=true
14012 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14012 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14012 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14012 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14012 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14012 GUI DEBUG ge clear mode end
14013 user_main_a DEBUG runtime syncEmulator immediately=true
14013 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14013 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14013 GUI DEBUG ge tflush (deferring to prim)
14013 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14013 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14013 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14013 GUI DEBUG ge tflush (deferring to prim)
14014 GUI DEBUG ge sceGuTexFunc mode 000004
14014 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14014 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14014 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14014 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14014 user_main_a DEBUG runtime syncEmulator immediately=true
14014 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14015 GUI DEBUG ge material ambient a=1,0 (FF)
14015 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14015 user_main_a DEBUG runtime syncEmulator immediately=true
14015 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14015 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14015 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14015 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14015 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14016 user_main_a DEBUG runtime syncEmulator immediately=true
14016 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14016 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14016 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14016 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14016 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14016 GUI DEBUG ge glLoadMatrixf 0,5 -0,8 0,2 0,0
14017 GUI DEBUG ge glLoadMatrixf 0,1 -0,1 -1,0 0,0
14017 user_main_a DEBUG runtime syncEmulator immediately=true
14017 GUI DEBUG ge glLoadMatrixf 0,9 0,5 0,1 0,0
14017 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14017 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14017 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14017 GUI DEBUG ge vaddr 0880a890
14017 GUI DEBUG ge prim triangle 12x
14018 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14018 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14018 user_main_a DEBUG runtime syncEmulator immediately=true
14018 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14018 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14018 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14018 GUI DEBUG ge finish (0)
14019 user_main_a DEBUG runtime syncEmulator immediately=true
14019 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3E, behavior=1, signalId=0x0
14019 GUI DEBUG ge end pc=0x880d9a4
14019 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3e, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14019 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14020 user_main_a DEBUG runtime syncEmulator immediately=true
14020 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14020 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14020 user_main_a DEBUG runtime Start of Callback 0x08806468
14020 user_main_a DEBUG runtime End of Callback 0x08806468
14020 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3e, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14020 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14021 user_main_a DEBUG runtime Ending Idle State
14021 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14020 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3e, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14021 idle1_6 DEBUG runtime Scheduled, restarting...
14021 user_main_a DEBUG runtime Waiting to be scheduled...
14021 idle1_6 DEBUG runtime syncEmulator immediately=false
14021 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14021 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14021 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14022 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14022 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
14022 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
14022 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14022 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
14023 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14023 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14023 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14023 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14023 idle1_6 DEBUG runtime Waiting to be scheduled...
14023 user_main_a DEBUG runtime Scheduled, restarting...
14023 user_main_a DEBUG runtime syncEmulator immediately=false
14024 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14024 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14024 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14024 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14025 user_main_a DEBUG runtime Starting Idle State...
14025 user_main_a DEBUG runtime syncEmulator immediately=true
14026 user_main_a DEBUG runtime syncEmulator immediately=true
14027 user_main_a DEBUG runtime syncEmulator immediately=true
14028 user_main_a DEBUG runtime syncEmulator immediately=true
14029 user_main_a DEBUG runtime syncEmulator immediately=true
14030 user_main_a DEBUG runtime syncEmulator immediately=true
14031 user_main_a DEBUG runtime syncEmulator immediately=true
14032 user_main_a DEBUG runtime syncEmulator immediately=true
14032 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14033 user_main_a DEBUG runtime syncEmulator immediately=true
14033 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14034 user_main_a DEBUG runtime syncEmulator immediately=true
14035 user_main_a DEBUG runtime syncEmulator immediately=true
14036 user_main_a DEBUG runtime syncEmulator immediately=true
14036 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14036 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14036 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14037 user_main_a DEBUG runtime syncEmulator immediately=true
14038 user_main_a DEBUG runtime syncEmulator immediately=true
14038 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14038 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14038 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14038 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14038 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14039 user_main_a DEBUG runtime Switching to Thread idle1
14039 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14039 user_main_a DEBUG runtime Switching to Thread user_main
14039 user_main_a DEBUG runtime Ending Idle State
14039 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14039 user_main_a DEBUG runtime syncEmulator immediately=false
14040 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14040 user_main_a DEBUG runtime syncEmulator immediately=false
14040 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
14040 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14040 user_main_a DEBUG runtime syncEmulator immediately=false
14040 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14041 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3F
14041 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14041 user_main_a DEBUG runtime syncEmulator immediately=false
14041 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D888)
14041 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14041 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D89C)
14041 GUI DEBUG ge executeList PspGeList[id=0x3f, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14042 GUI DEBUG ge fbp fbp=4088000, fbw=512
14042 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D99C)
14042 GUI DEBUG ge fbw fbp=88000, fbw=512
14042 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3F, stall=0x0880D9A4)
14042 GUI DEBUG ge base 08000000
14042 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14042 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14043 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14042 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3f, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14043 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
14043 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14044 GUI DEBUG ge clear mode : 5
14044 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14044 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14044 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14044 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14044 user_main_a DEBUG runtime Starting Idle State...
14044 GUI DEBUG ge vaddr 0880d870
14044 user_main_a DEBUG runtime syncEmulator immediately=true
14044 GUI DEBUG ge Texture.hashCode: 8192 bytes
14045 GUI DEBUG ge tflush Reusing cached texture 4
14045 GUI DEBUG ge prim sprites 1x
14045 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14045 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14045 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14046 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14046 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14046 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14046 GUI DEBUG ge clear mode end
14046 user_main_a DEBUG runtime syncEmulator immediately=true
14046 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14047 user_main_a DEBUG runtime syncEmulator immediately=true
14047 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14047 GUI DEBUG ge tflush (deferring to prim)
14047 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14047 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14047 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14047 GUI DEBUG ge tflush (deferring to prim)
14047 GUI DEBUG ge sceGuTexFunc mode 000004
14048 user_main_a DEBUG runtime syncEmulator immediately=true
14048 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14048 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14048 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14048 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14048 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14048 GUI DEBUG ge material ambient a=1,0 (FF)
14049 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14049 user_main_a DEBUG runtime syncEmulator immediately=true
14049 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14049 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14049 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14049 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14049 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14049 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14050 user_main_a DEBUG runtime syncEmulator immediately=true
14050 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14050 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14050 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14050 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14050 GUI DEBUG ge glLoadMatrixf 0,5 -0,8 0,1 0,0
14050 GUI DEBUG ge glLoadMatrixf 0,1 -0,1 -1,0 0,0
14051 GUI DEBUG ge glLoadMatrixf 0,8 0,5 0,1 0,0
14051 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14051 user_main_a DEBUG runtime syncEmulator immediately=true
14051 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14051 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14051 GUI DEBUG ge vaddr 0880a890
14051 GUI DEBUG ge prim triangle 12x
14052 user_main_a DEBUG runtime syncEmulator immediately=true
14052 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14052 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14052 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14052 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14052 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14052 GUI DEBUG ge finish (0)
14053 user_main_a DEBUG runtime syncEmulator immediately=true
14053 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3F, behavior=1, signalId=0x0
14053 GUI DEBUG ge end pc=0x880d9a4
14053 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3f, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14053 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14054 user_main_a DEBUG runtime syncEmulator immediately=true
14054 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14054 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14054 user_main_a DEBUG runtime Start of Callback 0x08806468
14054 user_main_a DEBUG runtime End of Callback 0x08806468
14054 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3f, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14054 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14054 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3f, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14055 user_main_a DEBUG runtime Ending Idle State
14055 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14055 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14055 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14055 idle1_6 DEBUG runtime Scheduled, restarting...
14055 user_main_a DEBUG runtime Waiting to be scheduled...
14055 idle1_6 DEBUG runtime syncEmulator immediately=false
14055 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
14056 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14056 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14057 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
14057 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14057 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
14057 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14058 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14058 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14058 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14058 idle1_6 DEBUG runtime Waiting to be scheduled...
14058 user_main_a DEBUG runtime Scheduled, restarting...
14058 user_main_a DEBUG runtime syncEmulator immediately=false
14058 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14059 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14059 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14059 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14059 user_main_a DEBUG runtime Starting Idle State...
14059 user_main_a DEBUG runtime syncEmulator immediately=true
14060 user_main_a DEBUG runtime syncEmulator immediately=true
14061 user_main_a DEBUG runtime syncEmulator immediately=true
14062 user_main_a DEBUG runtime syncEmulator immediately=true
14063 user_main_a DEBUG runtime syncEmulator immediately=true
14064 user_main_a DEBUG runtime syncEmulator immediately=true
14065 user_main_a DEBUG runtime syncEmulator immediately=true
14066 user_main_a DEBUG runtime syncEmulator immediately=true
14066 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14066 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14067 user_main_a DEBUG runtime syncEmulator immediately=true
14068 user_main_a DEBUG runtime syncEmulator immediately=true
14068 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14068 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14069 user_main_a DEBUG runtime syncEmulator immediately=true
14069 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14070 user_main_a DEBUG runtime syncEmulator immediately=true
14071 user_main_a DEBUG runtime syncEmulator immediately=true
14071 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14071 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14071 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14071 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14071 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14072 user_main_a DEBUG runtime Switching to Thread idle1
14072 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14072 user_main_a DEBUG runtime Switching to Thread user_main
14072 user_main_a DEBUG runtime Ending Idle State
14072 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14072 user_main_a DEBUG runtime syncEmulator immediately=false
14073 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
14073 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14073 user_main_a DEBUG runtime syncEmulator immediately=false
14073 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14073 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x0
14073 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14073 user_main_a DEBUG runtime syncEmulator immediately=false
14074 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D888)
14074 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14074 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D89C)
14074 GUI DEBUG ge executeList PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14074 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D99C)
14074 GUI DEBUG ge fbp fbp=4000000, fbw=512
14074 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x0, stall=0x0880D9A4)
14074 GUI DEBUG ge fbw fbp=0, fbw=512
14075 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14075 GUI DEBUG ge base 08000000
14075 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14075 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14075 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14075 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14075 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14076 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
14076 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14076 user_main_a DEBUG runtime Starting Idle State...
14076 user_main_a DEBUG runtime syncEmulator immediately=true
14076 GUI DEBUG ge clear mode : 5
14077 user_main_a DEBUG runtime syncEmulator immediately=true
14077 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14077 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14077 GUI DEBUG ge vaddr 0880d870
14077 GUI DEBUG ge Texture.hashCode: 8192 bytes
14077 GUI DEBUG ge tflush Reusing cached texture 4
14077 GUI DEBUG ge prim sprites 1x
14078 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14078 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14078 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14078 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14078 user_main_a DEBUG runtime syncEmulator immediately=true
14078 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14078 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14079 user_main_a DEBUG runtime syncEmulator immediately=true
14079 GUI DEBUG ge clear mode end
14079 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14079 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14079 GUI DEBUG ge tflush (deferring to prim)
14079 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14079 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14079 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14080 GUI DEBUG ge tflush (deferring to prim)
14080 user_main_a DEBUG runtime syncEmulator immediately=true
14080 GUI DEBUG ge sceGuTexFunc mode 000004
14080 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14080 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14080 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14081 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14081 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14081 user_main_a DEBUG runtime syncEmulator immediately=true
14081 GUI DEBUG ge material ambient a=1,0 (FF)
14081 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14081 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14082 user_main_a DEBUG runtime syncEmulator immediately=true
14082 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14082 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14082 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14082 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14082 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14082 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14083 user_main_a DEBUG runtime syncEmulator immediately=true
14083 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14083 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14083 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14083 GUI DEBUG ge glLoadMatrixf 0,5 -0,8 0,1 0,0
14083 GUI DEBUG ge glLoadMatrixf 0,1 -0,0 -1,0 0,0
14083 GUI DEBUG ge glLoadMatrixf 0,8 0,5 0,1 0,0
14084 user_main_a DEBUG runtime syncEmulator immediately=true
14084 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14084 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14084 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14084 GUI DEBUG ge vaddr 0880a890
14084 GUI DEBUG ge prim triangle 12x
14085 user_main_a DEBUG runtime syncEmulator immediately=true
14085 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14085 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14085 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14085 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14085 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14085 GUI DEBUG ge finish (0)
14086 user_main_a DEBUG runtime syncEmulator immediately=true
14086 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x0, behavior=1, signalId=0x0
14086 GUI DEBUG ge end pc=0x880d9a4
14086 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x0, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14086 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x0, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14087 user_main_a DEBUG runtime syncEmulator immediately=true
14087 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14087 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14087 user_main_a DEBUG runtime Start of Callback 0x08806468
14087 user_main_a DEBUG runtime End of Callback 0x08806468
14087 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x0, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14087 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14088 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x0, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14088 user_main_a DEBUG runtime Ending Idle State
14088 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14088 user_main_a DEBUG runtime Waiting to be scheduled...
14088 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14088 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14089 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
14089 idle1_6 DEBUG runtime Scheduled, restarting...
14089 idle1_6 DEBUG runtime syncEmulator immediately=false
14089 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14089 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14089 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
14090 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14090 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
14090 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14090 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14090 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14090 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14091 idle1_6 DEBUG runtime Waiting to be scheduled...
14091 user_main_a DEBUG runtime Scheduled, restarting...
14091 user_main_a DEBUG runtime syncEmulator immediately=false
14091 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14091 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14091 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14091 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14092 user_main_a DEBUG runtime Starting Idle State...
14092 user_main_a DEBUG runtime syncEmulator immediately=true
14093 user_main_a DEBUG runtime syncEmulator immediately=true
14094 user_main_a DEBUG runtime syncEmulator immediately=true
14095 user_main_a DEBUG runtime syncEmulator immediately=true
14096 user_main_a DEBUG runtime syncEmulator immediately=true
14097 user_main_a DEBUG runtime syncEmulator immediately=true
14098 user_main_a DEBUG runtime syncEmulator immediately=true
14099 user_main_a DEBUG runtime syncEmulator immediately=true
14099 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14100 user_main_a DEBUG runtime syncEmulator immediately=true
14100 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14101 user_main_a DEBUG runtime syncEmulator immediately=true
14102 user_main_a DEBUG runtime syncEmulator immediately=true
14102 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14102 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14103 user_main_a DEBUG runtime syncEmulator immediately=true
14103 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14104 user_main_a DEBUG runtime syncEmulator immediately=true
14105 user_main_a DEBUG runtime syncEmulator immediately=true
14105 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14105 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14105 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14105 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14105 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14106 user_main_a DEBUG runtime Switching to Thread idle1
14106 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14106 user_main_a DEBUG runtime Switching to Thread user_main
14106 user_main_a DEBUG runtime Ending Idle State
14106 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14106 user_main_a DEBUG runtime syncEmulator immediately=false
14107 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14107 user_main_a DEBUG runtime syncEmulator immediately=false
14107 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
14107 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14107 user_main_a DEBUG runtime syncEmulator immediately=false
14107 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14108 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x1
14108 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14108 user_main_a DEBUG runtime syncEmulator immediately=false
14108 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D888)
14108 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14108 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D89C)
14109 GUI DEBUG ge executeList PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14109 GUI DEBUG ge fbp fbp=4088000, fbw=512
14109 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D99C)
14109 GUI DEBUG ge fbw fbp=88000, fbw=512
14109 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x1, stall=0x0880D9A4)
14109 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14110 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14110 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14110 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14110 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14109 GUI DEBUG ge base 08000000
14110 user_main_a DEBUG runtime Starting Idle State...
14111 user_main_a DEBUG runtime syncEmulator immediately=true
14110 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14111 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14111 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
14112 user_main_a DEBUG runtime syncEmulator immediately=true
14112 GUI DEBUG ge clear mode : 5
14112 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14112 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14112 GUI DEBUG ge vaddr 0880d870
14112 GUI DEBUG ge Texture.hashCode: 8192 bytes
14113 GUI DEBUG ge tflush Reusing cached texture 4
14113 user_main_a DEBUG runtime syncEmulator immediately=true
14113 GUI DEBUG ge prim sprites 1x
14113 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14113 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14113 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14113 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14114 user_main_a DEBUG runtime syncEmulator immediately=true
14114 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14114 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14114 GUI DEBUG ge clear mode end
14114 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14114 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14115 user_main_a DEBUG runtime syncEmulator immediately=true
14115 GUI DEBUG ge tflush (deferring to prim)
14115 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14115 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14115 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14115 GUI DEBUG ge tflush (deferring to prim)
14115 GUI DEBUG ge sceGuTexFunc mode 000004
14116 user_main_a DEBUG runtime syncEmulator immediately=true
14116 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14116 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14116 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14116 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14116 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14117 GUI DEBUG ge material ambient a=1,0 (FF)
14117 user_main_a DEBUG runtime syncEmulator immediately=true
14117 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14117 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14117 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14117 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14117 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14118 user_main_a DEBUG runtime syncEmulator immediately=true
14118 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14118 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14118 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14118 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14118 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14118 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14119 user_main_a DEBUG runtime syncEmulator immediately=true
14119 GUI DEBUG ge glLoadMatrixf 0,6 -0,8 0,1 0,0
14119 GUI DEBUG ge glLoadMatrixf 0,1 0,0 -1,0 0,0
14119 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,1 0,0
14119 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14119 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14120 user_main_a DEBUG runtime syncEmulator immediately=true
14120 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14120 GUI DEBUG ge vaddr 0880a890
14120 GUI DEBUG ge prim triangle 12x
14120 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14120 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14120 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14121 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14121 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14121 GUI DEBUG ge finish (0)
14121 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x1, behavior=1, signalId=0x0
14121 user_main_a DEBUG runtime syncEmulator immediately=true
14121 GUI DEBUG ge end pc=0x880d9a4
14122 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14122 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14122 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x1, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14122 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14122 user_main_a DEBUG runtime Start of Callback 0x08806468
14122 user_main_a DEBUG runtime End of Callback 0x08806468
14123 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x1, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14123 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14123 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x1, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14123 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14123 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14123 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14123 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14124 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14124 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
14124 user_main_a DEBUG runtime Ending Idle State
14124 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14124 user_main_a DEBUG runtime Waiting to be scheduled...
14124 idle1_6 DEBUG runtime Scheduled, restarting...
14125 idle1_6 DEBUG runtime syncEmulator immediately=false
14125 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14125 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14125 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14125 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14125 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14126 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14126 idle1_6 DEBUG runtime Waiting to be scheduled...
14126 user_main_a DEBUG runtime Scheduled, restarting...
14126 user_main_a DEBUG runtime syncEmulator immediately=false
14126 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14127 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14127 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14127 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14127 user_main_a DEBUG runtime Starting Idle State...
14127 user_main_a DEBUG runtime syncEmulator immediately=true
14128 user_main_a DEBUG runtime syncEmulator immediately=true
14129 user_main_a DEBUG runtime syncEmulator immediately=true
14130 user_main_a DEBUG runtime syncEmulator immediately=true
14131 user_main_a DEBUG runtime syncEmulator immediately=true
14132 user_main_a DEBUG runtime syncEmulator immediately=true
14132 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14133 user_main_a DEBUG runtime syncEmulator immediately=true
14133 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14134 user_main_a DEBUG runtime syncEmulator immediately=true
14135 user_main_a DEBUG runtime syncEmulator immediately=true
14135 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14135 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14136 user_main_a DEBUG runtime syncEmulator immediately=true
14136 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14137 user_main_a DEBUG runtime syncEmulator immediately=true
14138 user_main_a DEBUG runtime syncEmulator immediately=true
14138 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14138 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14138 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14138 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14138 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14139 user_main_a DEBUG runtime Switching to Thread idle1
14139 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14139 user_main_a DEBUG runtime Switching to Thread user_main
14139 user_main_a DEBUG runtime Ending Idle State
14139 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14140 user_main_a DEBUG runtime syncEmulator immediately=false
14140 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
14140 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14140 user_main_a DEBUG runtime syncEmulator immediately=false
14140 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14140 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x2
14141 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14141 user_main_a DEBUG runtime syncEmulator immediately=false
14141 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D888)
14141 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D89C)
14142 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D99C)
14142 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x2, stall=0x0880D9A4)
14142 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14142 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14141 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14142 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14143 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14143 GUI DEBUG ge executeList PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14143 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14143 GUI DEBUG ge fbp fbp=4000000, fbw=512
14143 user_main_a DEBUG runtime Starting Idle State...
14143 GUI DEBUG ge fbw fbp=0, fbw=512
14143 user_main_a DEBUG runtime syncEmulator immediately=true
14144 GUI DEBUG ge base 08000000
14144 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14144 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14144 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
14145 user_main_a DEBUG runtime syncEmulator immediately=true
14145 GUI DEBUG ge clear mode : 5
14145 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14145 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14145 GUI DEBUG ge vaddr 0880d870
14145 GUI DEBUG ge Texture.hashCode: 8192 bytes
14145 GUI DEBUG ge tflush Reusing cached texture 4
14146 user_main_a DEBUG runtime syncEmulator immediately=true
14146 GUI DEBUG ge prim sprites 1x
14146 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14146 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14146 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14146 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14147 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14147 user_main_a DEBUG runtime syncEmulator immediately=true
14147 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14147 GUI DEBUG ge clear mode end
14147 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14147 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14148 user_main_a DEBUG runtime syncEmulator immediately=true
14148 GUI DEBUG ge tflush (deferring to prim)
14148 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14148 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14148 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14148 GUI DEBUG ge tflush (deferring to prim)
14148 GUI DEBUG ge sceGuTexFunc mode 000004
14149 user_main_a DEBUG runtime syncEmulator immediately=true
14149 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14149 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14149 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14149 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14150 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14150 user_main_a DEBUG runtime syncEmulator immediately=true
14150 GUI DEBUG ge material ambient a=1,0 (FF)
14150 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14150 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14150 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14150 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14151 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14151 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14151 user_main_a DEBUG runtime syncEmulator immediately=true
14151 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14151 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14151 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14152 user_main_a DEBUG runtime syncEmulator immediately=true
14152 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14152 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14152 GUI DEBUG ge glLoadMatrixf 0,6 -0,8 0,0 0,0
14152 GUI DEBUG ge glLoadMatrixf 0,1 0,0 -1,0 0,0
14152 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,1 0,0
14152 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14153 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14153 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14153 user_main_a DEBUG runtime syncEmulator immediately=true
14153 GUI DEBUG ge vaddr 0880a890
14153 GUI DEBUG ge prim triangle 12x
14153 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14154 user_main_a DEBUG runtime syncEmulator immediately=true
14154 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14154 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14154 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14154 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14154 GUI DEBUG ge finish (0)
14155 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x2, behavior=1, signalId=0x0
14155 user_main_a DEBUG runtime syncEmulator immediately=true
14155 GUI DEBUG ge end pc=0x880d9a4
14155 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14155 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14155 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14155 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x2, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14156 user_main_a DEBUG runtime Start of Callback 0x08806468
14156 user_main_a DEBUG runtime End of Callback 0x08806468
14156 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x2, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14156 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14156 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x2, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14156 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14157 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14157 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14157 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14157 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14157 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
14157 user_main_a DEBUG runtime Ending Idle State
14158 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14158 user_main_a DEBUG runtime Waiting to be scheduled...
14158 idle1_6 DEBUG runtime Scheduled, restarting...
14158 idle1_6 DEBUG runtime syncEmulator immediately=false
14158 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14159 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14159 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14159 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14159 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14159 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14159 idle1_6 DEBUG runtime Waiting to be scheduled...
14159 user_main_a DEBUG runtime Scheduled, restarting...
14160 user_main_a DEBUG runtime syncEmulator immediately=false
14160 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14160 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14161 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14161 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14161 user_main_a DEBUG runtime Starting Idle State...
14161 user_main_a DEBUG runtime syncEmulator immediately=true
14162 user_main_a DEBUG runtime syncEmulator immediately=true
14163 user_main_a DEBUG runtime syncEmulator immediately=true
14164 user_main_a DEBUG runtime syncEmulator immediately=true
14165 user_main_a DEBUG runtime syncEmulator immediately=true
14166 user_main_a DEBUG runtime syncEmulator immediately=true
14166 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14166 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14167 user_main_a DEBUG runtime syncEmulator immediately=true
14168 user_main_a DEBUG runtime syncEmulator immediately=true
14169 user_main_a DEBUG runtime syncEmulator immediately=true
14169 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14170 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14170 user_main_a DEBUG runtime syncEmulator immediately=true
14170 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14171 user_main_a DEBUG runtime syncEmulator immediately=true
14171 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14171 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14171 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14171 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14172 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14172 user_main_a DEBUG runtime Switching to Thread idle1
14172 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14172 user_main_a DEBUG runtime Switching to Thread user_main
14172 user_main_a DEBUG runtime Ending Idle State
14172 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14173 user_main_a DEBUG runtime syncEmulator immediately=false
14173 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
14173 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14173 user_main_a DEBUG runtime syncEmulator immediately=false
14173 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14174 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x3
14174 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14174 user_main_a DEBUG runtime syncEmulator immediately=false
14174 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D888)
14174 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14174 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D89C)
14175 GUI DEBUG ge executeList PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14175 GUI DEBUG ge fbp fbp=4088000, fbw=512
14175 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D99C)
14175 GUI DEBUG ge fbw fbp=88000, fbw=512
14175 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x3, stall=0x0880D9A4)
14175 GUI DEBUG ge base 08000000
14175 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14176 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14176 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14176 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14176 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14176 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
14176 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14177 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14177 user_main_a DEBUG runtime Starting Idle State...
14177 GUI DEBUG ge clear mode : 5
14177 user_main_a DEBUG runtime syncEmulator immediately=true
14177 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14178 user_main_a DEBUG runtime syncEmulator immediately=true
14178 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14178 GUI DEBUG ge vaddr 0880d870
14178 GUI DEBUG ge Texture.hashCode: 8192 bytes
14178 GUI DEBUG ge tflush Reusing cached texture 4
14178 GUI DEBUG ge prim sprites 1x
14178 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14179 user_main_a DEBUG runtime syncEmulator immediately=true
14179 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14179 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14179 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14179 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14179 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14180 user_main_a DEBUG runtime syncEmulator immediately=true
14180 GUI DEBUG ge clear mode end
14180 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14180 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14180 GUI DEBUG ge tflush (deferring to prim)
14180 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14181 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14181 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14181 GUI DEBUG ge tflush (deferring to prim)
14181 user_main_a DEBUG runtime syncEmulator immediately=true
14181 GUI DEBUG ge sceGuTexFunc mode 000004
14181 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14182 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14182 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14182 user_main_a DEBUG runtime syncEmulator immediately=true
14182 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14182 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14182 GUI DEBUG ge material ambient a=1,0 (FF)
14183 user_main_a DEBUG runtime syncEmulator immediately=true
14183 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14183 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14183 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14183 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14183 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14183 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14184 user_main_a DEBUG runtime syncEmulator immediately=true
14184 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14184 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14184 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14184 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14184 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14185 GUI DEBUG ge glLoadMatrixf 0,6 -0,8 0,0 0,0
14185 GUI DEBUG ge glLoadMatrixf 0,1 0,1 -1,0 0,0
14185 user_main_a DEBUG runtime syncEmulator immediately=true
14185 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,1 0,0
14185 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14185 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14186 user_main_a DEBUG runtime syncEmulator immediately=true
14186 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14186 GUI DEBUG ge vaddr 0880a890
14186 GUI DEBUG ge prim triangle 12x
14186 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14187 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14187 user_main_a DEBUG runtime syncEmulator immediately=true
14187 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14187 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14187 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14187 GUI DEBUG ge finish (0)
14188 user_main_a DEBUG runtime syncEmulator immediately=true
14188 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x3, behavior=1, signalId=0x0
14188 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14188 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14188 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14188 GUI DEBUG ge end pc=0x880d9a4
14189 user_main_a DEBUG runtime syncEmulator immediately=true
14189 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14189 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14189 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x3, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14189 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14189 user_main_a DEBUG runtime Start of Callback 0x08806468
14190 user_main_a DEBUG runtime End of Callback 0x08806468
14190 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x3, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14190 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14190 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x3, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14190 user_main_a DEBUG runtime Ending Idle State
14190 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14191 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14190 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14191 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
14191 idle1_6 DEBUG runtime Scheduled, restarting...
14191 idle1_6 DEBUG runtime syncEmulator immediately=false
14191 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14192 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14192 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14192 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14192 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14192 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14193 idle1_6 DEBUG runtime Waiting to be scheduled...
14191 user_main_a DEBUG runtime Waiting to be scheduled...
14193 user_main_a DEBUG runtime Scheduled, restarting...
14193 user_main_a DEBUG runtime syncEmulator immediately=false
14193 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14193 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14194 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14194 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14194 user_main_a DEBUG runtime Starting Idle State...
14194 user_main_a DEBUG runtime syncEmulator immediately=true
14195 user_main_a DEBUG runtime syncEmulator immediately=true
14196 user_main_a DEBUG runtime syncEmulator immediately=true
14197 user_main_a DEBUG runtime syncEmulator immediately=true
14198 user_main_a DEBUG runtime syncEmulator immediately=true
14199 user_main_a DEBUG runtime syncEmulator immediately=true
14199 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14200 user_main_a DEBUG runtime syncEmulator immediately=true
14200 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14201 user_main_a DEBUG runtime syncEmulator immediately=true
14202 user_main_a DEBUG runtime syncEmulator immediately=true
14202 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14202 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14203 user_main_a DEBUG runtime syncEmulator immediately=true
14203 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14204 user_main_a DEBUG runtime syncEmulator immediately=true
14205 user_main_a DEBUG runtime syncEmulator immediately=true
14205 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14205 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14205 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14205 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14206 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14206 user_main_a DEBUG runtime Switching to Thread idle1
14206 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14206 user_main_a DEBUG runtime Switching to Thread user_main
14206 user_main_a DEBUG runtime Ending Idle State
14206 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14207 user_main_a DEBUG runtime syncEmulator immediately=false
14207 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14207 user_main_a DEBUG runtime syncEmulator immediately=false
14207 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
14207 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14208 user_main_a DEBUG runtime syncEmulator immediately=false
14208 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14208 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x4
14208 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14208 user_main_a DEBUG runtime syncEmulator immediately=false
14208 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D888)
14209 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14209 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D89C)
14209 GUI DEBUG ge executeList PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14209 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D99C)
14209 GUI DEBUG ge fbp fbp=4000000, fbw=512
14209 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x4, stall=0x0880D9A4)
14209 GUI DEBUG ge fbw fbp=0, fbw=512
14210 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14210 GUI DEBUG ge base 08000000
14210 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14210 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14210 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14211 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14211 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14211 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14211 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
14211 user_main_a DEBUG runtime Starting Idle State...
14212 user_main_a DEBUG runtime syncEmulator immediately=true
14212 GUI DEBUG ge clear mode : 5
14212 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14212 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14212 GUI DEBUG ge vaddr 0880d870
14212 GUI DEBUG ge Texture.hashCode: 8192 bytes
14213 user_main_a DEBUG runtime syncEmulator immediately=true
14213 GUI DEBUG ge tflush Reusing cached texture 4
14213 GUI DEBUG ge prim sprites 1x
14213 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14213 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14213 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14214 user_main_a DEBUG runtime syncEmulator immediately=true
14214 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14214 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14214 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14214 GUI DEBUG ge clear mode end
14215 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14215 user_main_a DEBUG runtime syncEmulator immediately=true
14215 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14215 GUI DEBUG ge tflush (deferring to prim)
14215 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14216 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14216 user_main_a DEBUG runtime syncEmulator immediately=true
14216 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14216 GUI DEBUG ge tflush (deferring to prim)
14216 GUI DEBUG ge sceGuTexFunc mode 000004
14216 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14217 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14217 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14217 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14217 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14217 user_main_a DEBUG runtime syncEmulator immediately=true
14217 GUI DEBUG ge material ambient a=1,0 (FF)
14218 user_main_a DEBUG runtime syncEmulator immediately=true
14218 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14218 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14218 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14218 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14218 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14219 user_main_a DEBUG runtime syncEmulator immediately=true
14219 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14219 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14219 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14219 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14219 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14220 user_main_a DEBUG runtime syncEmulator immediately=true
14220 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14220 GUI DEBUG ge glLoadMatrixf 0,6 -0,8 -0,0 0,0
14220 GUI DEBUG ge glLoadMatrixf 0,1 0,1 -1,0 0,0
14220 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,1 0,0
14220 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14221 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14221 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14221 user_main_a DEBUG runtime syncEmulator immediately=true
14221 GUI DEBUG ge vaddr 0880a890
14221 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14221 GUI DEBUG ge prim triangle 12x
14221 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14222 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14222 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14222 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14222 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14222 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14223 user_main_a DEBUG runtime syncEmulator immediately=true
14223 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14223 GUI DEBUG ge finish (0)
14223 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x4, behavior=1, signalId=0x0
14223 GUI DEBUG ge end pc=0x880d9a4
14223 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x4, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14224 user_main_a DEBUG runtime syncEmulator immediately=true
14224 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x4, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14224 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14224 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14224 user_main_a DEBUG runtime Start of Callback 0x08806468
14225 user_main_a DEBUG runtime End of Callback 0x08806468
14225 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x4, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14225 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14225 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x4, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14225 user_main_a DEBUG runtime Ending Idle State
14226 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14225 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14226 idle1_6 DEBUG runtime Scheduled, restarting...
14226 user_main_a DEBUG runtime Waiting to be scheduled...
14226 idle1_6 DEBUG runtime syncEmulator immediately=false
14226 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14226 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14227 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14227 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14227 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14227 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14227 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
14228 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14228 idle1_6 DEBUG runtime Waiting to be scheduled...
14228 user_main_a DEBUG runtime Scheduled, restarting...
14228 user_main_a DEBUG runtime syncEmulator immediately=false
14228 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14229 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14229 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14229 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14229 user_main_a DEBUG runtime Starting Idle State...
14229 user_main_a DEBUG runtime syncEmulator immediately=true
14231 user_main_a DEBUG runtime syncEmulator immediately=true
14232 user_main_a DEBUG runtime syncEmulator immediately=true
14232 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14233 user_main_a DEBUG runtime syncEmulator immediately=true
14233 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14234 user_main_a DEBUG runtime syncEmulator immediately=true
14235 user_main_a DEBUG runtime syncEmulator immediately=true
14235 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14235 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14236 user_main_a DEBUG runtime syncEmulator immediately=true
14236 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14237 user_main_a DEBUG runtime syncEmulator immediately=true
14238 user_main_a DEBUG runtime syncEmulator immediately=true
14238 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14238 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14238 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14239 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14239 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14239 user_main_a DEBUG runtime Switching to Thread idle1
14239 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14239 user_main_a DEBUG runtime Switching to Thread user_main
14239 user_main_a DEBUG runtime Ending Idle State
14240 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14240 user_main_a DEBUG runtime syncEmulator immediately=false
14240 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
14240 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14240 user_main_a DEBUG runtime syncEmulator immediately=false
14241 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14241 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x5
14241 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14241 user_main_a DEBUG runtime syncEmulator immediately=false
14242 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D888)
14242 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D89C)
14242 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14242 GUI DEBUG ge executeList PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14242 GUI DEBUG ge fbp fbp=4088000, fbw=512
14242 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D99C)
14243 GUI DEBUG ge fbw fbp=88000, fbw=512
14243 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x5, stall=0x0880D9A4)
14243 GUI DEBUG ge base 08000000
14243 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14243 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14243 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D888, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14244 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14244 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14244 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
14244 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14244 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14245 user_main_a DEBUG runtime Starting Idle State...
14245 GUI DEBUG ge clear mode : 5
14245 user_main_a DEBUG runtime syncEmulator immediately=true
14245 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14245 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14246 user_main_a DEBUG runtime syncEmulator immediately=true
14246 GUI DEBUG ge vaddr 0880d870
14246 GUI DEBUG ge Texture.hashCode: 8192 bytes
14246 GUI DEBUG ge tflush Reusing cached texture 4
14246 GUI DEBUG ge prim sprites 1x
14246 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14247 user_main_a DEBUG runtime syncEmulator immediately=true
14247 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14247 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14247 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14247 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14247 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14248 user_main_a DEBUG runtime syncEmulator immediately=true
14248 GUI DEBUG ge clear mode end
14248 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14248 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14248 GUI DEBUG ge tflush (deferring to prim)
14248 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14249 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14249 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14249 GUI DEBUG ge tflush (deferring to prim)
14249 user_main_a DEBUG runtime syncEmulator immediately=true
14249 GUI DEBUG ge sceGuTexFunc mode 000004
14250 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14250 user_main_a DEBUG runtime syncEmulator immediately=true
14250 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14250 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14250 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14250 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14251 GUI DEBUG ge material ambient a=1,0 (FF)
14251 user_main_a DEBUG runtime syncEmulator immediately=true
14251 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14251 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14251 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14252 user_main_a DEBUG runtime syncEmulator immediately=true
14252 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14252 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14252 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14252 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14252 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14253 user_main_a DEBUG runtime syncEmulator immediately=true
14253 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14253 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14253 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14253 GUI DEBUG ge glLoadMatrixf 0,6 -0,8 -0,1 0,0
14253 GUI DEBUG ge glLoadMatrixf 0,1 0,1 -1,0 0,0
14254 user_main_a DEBUG runtime syncEmulator immediately=true
14254 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,1 0,0
14254 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14254 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14254 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14255 user_main_a DEBUG runtime syncEmulator immediately=true
14255 GUI DEBUG ge vaddr 0880a890
14255 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14255 GUI DEBUG ge prim triangle 12x
14255 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14255 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14255 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14256 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14256 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14256 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14256 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14257 user_main_a DEBUG runtime syncEmulator immediately=true
14257 GUI DEBUG ge finish (0)
14257 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x5, behavior=1, signalId=0x0
14257 GUI DEBUG ge end pc=0x880d9a4
14257 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x5, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14257 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x5, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14258 user_main_a DEBUG runtime syncEmulator immediately=true
14258 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14258 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14258 user_main_a DEBUG runtime Start of Callback 0x08806468
14258 user_main_a DEBUG runtime End of Callback 0x08806468
14259 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x5, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14259 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14259 user_main_a DEBUG runtime Ending Idle State
14259 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14259 user_main_a DEBUG runtime Waiting to be scheduled...
14260 idle1_6 DEBUG runtime Scheduled, restarting...
14259 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x5, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14260 idle1_6 DEBUG runtime syncEmulator immediately=false
14260 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14260 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14261 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14261 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14260 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14261 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14261 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
14261 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14262 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14262 idle1_6 DEBUG runtime Waiting to be scheduled...
14262 user_main_a DEBUG runtime Scheduled, restarting...
14262 user_main_a DEBUG runtime syncEmulator immediately=false
14262 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14263 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14263 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14263 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14263 user_main_a DEBUG runtime Starting Idle State...
14263 user_main_a DEBUG runtime syncEmulator immediately=true
14265 user_main_a DEBUG runtime syncEmulator immediately=true
14265 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14266 user_main_a DEBUG runtime syncEmulator immediately=true
14266 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14267 user_main_a DEBUG runtime syncEmulator immediately=true
14268 user_main_a DEBUG runtime syncEmulator immediately=true
14268 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14269 user_main_a DEBUG runtime syncEmulator immediately=true
14269 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14269 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14270 user_main_a DEBUG runtime syncEmulator immediately=true
14271 user_main_a DEBUG runtime syncEmulator immediately=true
14271 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14271 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14271 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14271 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14272 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14272 user_main_a DEBUG runtime Switching to Thread idle1
14272 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14272 user_main_a DEBUG runtime Switching to Thread user_main
14273 user_main_a DEBUG runtime Ending Idle State
14273 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14273 user_main_a DEBUG runtime syncEmulator immediately=false
14273 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
14273 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14274 user_main_a DEBUG runtime syncEmulator immediately=false
14274 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14274 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x6
14274 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14274 user_main_a DEBUG runtime syncEmulator immediately=false
14275 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D888)
14275 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14275 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D89C)
14275 GUI DEBUG ge executeList PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D888, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14275 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D99C)
14275 GUI DEBUG ge fbp fbp=4000000, fbw=512
14275 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x6, stall=0x0880D9A4)
14276 GUI DEBUG ge fbw fbp=0, fbw=512
14276 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14276 GUI DEBUG ge base 08000000
14276 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D86C, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14276 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14277 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14277 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14277 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14277 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
14277 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14278 user_main_a DEBUG runtime Starting Idle State...
14278 user_main_a DEBUG runtime syncEmulator immediately=true
14278 GUI DEBUG ge clear mode : 5
14278 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14279 user_main_a DEBUG runtime syncEmulator immediately=true
14279 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14279 GUI DEBUG ge vaddr 0880d870
14279 GUI DEBUG ge Texture.hashCode: 8192 bytes
14279 GUI DEBUG ge tflush Reusing cached texture 4
14279 GUI DEBUG ge prim sprites 1x
14280 user_main_a DEBUG runtime syncEmulator immediately=true
14280 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14280 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14280 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14280 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14280 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14281 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14281 user_main_a DEBUG runtime syncEmulator immediately=true
14281 GUI DEBUG ge clear mode end
14281 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14281 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14282 user_main_a DEBUG runtime syncEmulator immediately=true
14282 GUI DEBUG ge tflush (deferring to prim)
14282 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14282 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14282 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14282 GUI DEBUG ge tflush (deferring to prim)
14283 user_main_a DEBUG runtime syncEmulator immediately=true
14283 GUI DEBUG ge sceGuTexFunc mode 000004
14283 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14283 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14283 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14284 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14284 user_main_a DEBUG runtime syncEmulator immediately=true
14284 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14284 GUI DEBUG ge material ambient a=1,0 (FF)
14284 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14284 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14285 user_main_a DEBUG runtime syncEmulator immediately=true
14285 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14285 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14285 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14285 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14286 user_main_a DEBUG runtime syncEmulator immediately=true
14286 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14286 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14286 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14286 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14286 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14287 user_main_a DEBUG runtime syncEmulator immediately=true
14287 GUI DEBUG ge glLoadMatrixf 0,6 -0,8 -0,1 0,0
14287 GUI DEBUG ge glLoadMatrixf 0,1 0,2 -1,0 0,0
14287 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,2 0,0
14287 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14288 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14288 user_main_a DEBUG runtime syncEmulator immediately=true
14288 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14288 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14288 GUI DEBUG ge vaddr 0880a890
14288 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14288 GUI DEBUG ge prim triangle 12x
14289 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14289 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14289 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14289 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14290 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14290 user_main_a DEBUG runtime syncEmulator immediately=true
14290 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14291 user_main_a DEBUG runtime syncEmulator immediately=true
14310 GUI DEBUG ge finish (0)
14311 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x6, behavior=1, signalId=0x0
14310 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14311 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14311 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14311 GUI DEBUG ge end pc=0x880d9a4
14312 user_main_a DEBUG runtime syncEmulator immediately=true
14312 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14312 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x6, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14312 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x6, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14312 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14313 user_main_a DEBUG runtime Start of Callback 0x08806468
14313 user_main_a DEBUG runtime End of Callback 0x08806468
14313 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x6, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14313 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14313 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x6, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14313 user_main_a DEBUG runtime Ending Idle State
14314 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14314 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14314 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14314 idle1_6 DEBUG runtime Scheduled, restarting...
14314 user_main_a DEBUG runtime Waiting to be scheduled...
14314 idle1_6 DEBUG runtime syncEmulator immediately=false
14314 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
14315 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14316 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14317 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14317 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14317 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14318 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14318 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14318 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14318 idle1_6 DEBUG runtime Waiting to be scheduled...
14318 user_main_a DEBUG runtime Scheduled, restarting...
14319 user_main_a DEBUG runtime syncEmulator immediately=false
14319 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14319 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14319 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14319 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14320 user_main_a DEBUG runtime Starting Idle State...
14320 user_main_a DEBUG runtime syncEmulator immediately=true
14321 user_main_a DEBUG runtime syncEmulator immediately=true
14321 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14321 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14321 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14321 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14322 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14322 user_main_a DEBUG runtime Switching to Thread idle1
14322 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14322 user_main_a DEBUG runtime Switching to Thread user_main
14322 user_main_a DEBUG runtime Ending Idle State
14323 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14323 user_main_a DEBUG runtime syncEmulator immediately=false
14323 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
14323 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14323 user_main_a DEBUG runtime syncEmulator immediately=false
14323 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14324 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14324 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14324 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x7
14324 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14325 user_main_a DEBUG runtime syncEmulator immediately=false
14325 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14325 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D888)
14325 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D89C)
14326 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14326 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D99C)
14326 GUI DEBUG ge executeList PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D89C, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14326 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x7, stall=0x0880D9A4)
14326 GUI DEBUG ge fbp fbp=4088000, fbw=512
14326 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14326 GUI DEBUG ge fbw fbp=88000, fbw=512
14327 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D868, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14327 GUI DEBUG ge base 08000000
14327 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14327 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14328 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14328 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14328 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14328 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
14328 user_main_a DEBUG runtime Starting Idle State...
14329 user_main_a DEBUG runtime syncEmulator immediately=true
14329 GUI DEBUG ge clear mode : 5
14329 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14329 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14329 GUI DEBUG ge vaddr 0880d870
14330 user_main_a DEBUG runtime syncEmulator immediately=true
14330 GUI DEBUG ge Texture.hashCode: 8192 bytes
14330 GUI DEBUG ge tflush Reusing cached texture 4
14330 GUI DEBUG ge prim sprites 1x
14330 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14331 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14331 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14331 user_main_a DEBUG runtime syncEmulator immediately=true
14331 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14332 user_main_a DEBUG runtime syncEmulator immediately=true
14332 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14332 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14332 GUI DEBUG ge clear mode end
14332 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14333 user_main_a DEBUG runtime syncEmulator immediately=true
14333 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14333 GUI DEBUG ge tflush (deferring to prim)
14333 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14333 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14333 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14334 GUI DEBUG ge tflush (deferring to prim)
14334 GUI DEBUG ge sceGuTexFunc mode 000004
14334 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14334 user_main_a DEBUG runtime syncEmulator immediately=true
14334 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14335 user_main_a DEBUG runtime syncEmulator immediately=true
14335 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14335 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14335 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14335 GUI DEBUG ge material ambient a=1,0 (FF)
14336 user_main_a DEBUG runtime syncEmulator immediately=true
14336 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14336 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14336 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14336 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14336 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14337 user_main_a DEBUG runtime syncEmulator immediately=true
14337 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14337 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14337 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14337 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14338 user_main_a DEBUG runtime syncEmulator immediately=true
14338 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14338 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14338 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14338 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14338 GUI DEBUG ge glLoadMatrixf 0,6 -0,8 -0,1 0,0
14338 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14339 GUI DEBUG ge glLoadMatrixf 0,1 0,2 -1,0 0,0
14339 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,2 0,0
14339 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14339 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14340 user_main_a DEBUG runtime syncEmulator immediately=true
14340 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14340 GUI DEBUG ge vaddr 0880a890
14340 GUI DEBUG ge prim triangle 12x
14340 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14341 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14341 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14341 user_main_a DEBUG runtime syncEmulator immediately=true
14341 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14341 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14342 user_main_a DEBUG runtime syncEmulator immediately=true
14342 GUI DEBUG ge finish (0)
14342 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x7, behavior=1, signalId=0x0
14342 GUI DEBUG ge end pc=0x880d9a4
14342 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x7, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14343 user_main_a DEBUG runtime syncEmulator immediately=true
14343 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x7, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14343 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14343 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14343 user_main_a DEBUG runtime Start of Callback 0x08806468
14344 user_main_a DEBUG runtime End of Callback 0x08806468
14344 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x7, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14344 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14344 user_main_a DEBUG runtime Ending Idle State
14344 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14345 user_main_a DEBUG runtime Waiting to be scheduled...
14345 idle1_6 DEBUG runtime Scheduled, restarting...
14345 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x7, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14345 idle1_6 DEBUG runtime syncEmulator immediately=false
14345 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14345 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14346 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14346 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14346 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
14346 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14347 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14347 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14347 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14347 idle1_6 DEBUG runtime Waiting to be scheduled...
14347 user_main_a DEBUG runtime Scheduled, restarting...
14348 user_main_a DEBUG runtime syncEmulator immediately=false
14348 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14348 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14348 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14348 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14349 user_main_a DEBUG runtime Starting Idle State...
14349 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14349 user_main_a DEBUG runtime syncEmulator immediately=true
14350 user_main_a DEBUG runtime syncEmulator immediately=true
14350 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14351 user_main_a DEBUG runtime syncEmulator immediately=true
14352 user_main_a DEBUG runtime syncEmulator immediately=true
14353 user_main_a DEBUG runtime syncEmulator immediately=true
14354 user_main_a DEBUG runtime syncEmulator immediately=true
14355 user_main_a DEBUG runtime syncEmulator immediately=true
14355 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14355 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14356 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14356 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14356 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14356 user_main_a DEBUG runtime Switching to Thread idle1
14356 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14356 user_main_a DEBUG runtime Switching to Thread user_main
14357 user_main_a DEBUG runtime Ending Idle State
14357 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14357 user_main_a DEBUG runtime syncEmulator immediately=false
14357 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14357 user_main_a DEBUG runtime syncEmulator immediately=false
14358 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
14358 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14358 user_main_a DEBUG runtime syncEmulator immediately=false
14358 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14359 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x8
14359 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14359 user_main_a DEBUG runtime syncEmulator immediately=false
14359 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D888)
14359 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D89C)
14360 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D99C)
14360 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x8, stall=0x0880D9A4)
14360 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14360 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x8, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14361 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14361 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14361 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14361 user_main_a DEBUG runtime Starting Idle State...
14362 user_main_a DEBUG runtime syncEmulator immediately=true
14362 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14368 GUI DEBUG ge executeList PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14368 user_main_a DEBUG runtime syncEmulator immediately=true
14369 GUI DEBUG ge fbp fbp=4000000, fbw=512
14369 GUI DEBUG ge fbw fbp=0, fbw=512
14369 GUI DEBUG ge base 08000000
14369 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14370 user_main_a DEBUG runtime syncEmulator immediately=true
14370 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14370 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
14371 GUI DEBUG ge clear mode : 5
14371 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14371 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14371 user_main_a DEBUG runtime syncEmulator immediately=true
14371 GUI DEBUG ge vaddr 0880d870
14371 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14371 GUI DEBUG ge Texture.hashCode: 8192 bytes
14371 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14371 GUI DEBUG ge tflush Reusing cached texture 4
14372 GUI DEBUG ge prim sprites 1x
14371 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14372 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14372 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14372 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14372 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14372 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14372 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14372 GUI DEBUG ge clear mode end
14373 user_main_a DEBUG runtime syncEmulator immediately=true
14373 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14373 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14373 GUI DEBUG ge tflush (deferring to prim)
14373 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14373 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14373 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14373 GUI DEBUG ge tflush (deferring to prim)
14373 GUI DEBUG ge sceGuTexFunc mode 000004
14373 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14374 user_main_a DEBUG runtime syncEmulator immediately=true
14374 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14374 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14374 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14374 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14374 GUI DEBUG ge material ambient a=1,0 (FF)
14374 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14374 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14374 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14375 user_main_a DEBUG runtime syncEmulator immediately=true
14375 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14375 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14375 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14375 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14375 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14375 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14375 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14375 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14376 user_main_a DEBUG runtime syncEmulator immediately=true
14376 GUI DEBUG ge glLoadMatrixf 0,7 -0,7 -0,2 0,0
14376 GUI DEBUG ge glLoadMatrixf 0,0 0,2 -1,0 0,0
14376 GUI DEBUG ge glLoadMatrixf 0,8 0,6 0,2 0,0
14376 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14376 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14376 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14376 GUI DEBUG ge vaddr 0880a890
14376 GUI DEBUG ge prim triangle 12x
14376 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14377 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14377 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14377 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14377 user_main_a DEBUG runtime syncEmulator immediately=true
14377 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14377 GUI DEBUG ge finish (0)
14377 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x8, behavior=1, signalId=0x0
14377 GUI DEBUG ge end pc=0x880d9a4
14378 user_main_a DEBUG runtime syncEmulator immediately=true
14378 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x8, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14378 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14378 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x8, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14378 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14378 user_main_a DEBUG runtime Start of Callback 0x08806468
14378 user_main_a DEBUG runtime End of Callback 0x08806468
14378 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x8, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14378 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14378 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x8, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14379 user_main_a DEBUG runtime Ending Idle State
14379 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14379 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14379 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14379 idle1_6 DEBUG runtime Scheduled, restarting...
14379 user_main_a DEBUG runtime Waiting to be scheduled...
14379 idle1_6 DEBUG runtime syncEmulator immediately=false
14379 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
14379 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14380 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14380 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14380 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14380 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14380 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14380 idle1_6 DEBUG runtime Waiting to be scheduled...
14380 user_main_a DEBUG runtime Scheduled, restarting...
14381 user_main_a DEBUG runtime syncEmulator immediately=false
14381 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14381 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14381 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14381 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14381 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14381 user_main_a DEBUG runtime Starting Idle State...
14381 user_main_a DEBUG runtime syncEmulator immediately=true
14381 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14383 user_main_a DEBUG runtime syncEmulator immediately=true
14384 user_main_a DEBUG runtime syncEmulator immediately=true
14385 user_main_a DEBUG runtime syncEmulator immediately=true
14386 user_main_a DEBUG runtime syncEmulator immediately=true
14387 user_main_a DEBUG runtime syncEmulator immediately=true
14388 user_main_a DEBUG runtime syncEmulator immediately=true
14388 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14388 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'UnblockThreadAction.execute'
14388 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14388 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14388 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14388 user_main_a DEBUG runtime Switching to Thread idle1
14389 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14389 user_main_a DEBUG runtime Switching to Thread user_main
14389 user_main_a DEBUG runtime Ending Idle State
14389 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14389 user_main_a DEBUG runtime syncEmulator immediately=false
14389 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14389 user_main_a DEBUG runtime syncEmulator immediately=false
14389 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=0)
14390 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14390 user_main_a DEBUG runtime syncEmulator immediately=false
14390 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14390 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0x9
14390 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14390 user_main_a DEBUG runtime syncEmulator immediately=false
14390 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D888)
14391 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D89C)
14391 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D99C)
14391 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0x9, stall=0x0880D9A4)
14391 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14391 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14391 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0x9, status=PSP_GE_LIST_STALL_REACHED, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14391 GUI DEBUG ge executeList PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14391 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14392 GUI DEBUG ge fbp fbp=4088000, fbw=512
14392 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14392 GUI DEBUG ge fbw fbp=88000, fbw=512
14392 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14392 GUI DEBUG ge base 08000000
14392 user_main_a DEBUG runtime Starting Idle State...
14392 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14392 user_main_a DEBUG runtime syncEmulator immediately=true
14392 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04088000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14393 GUI DEBUG ge Reloading GE Memory (0x04088000-0x04110000) to screen (480x272)
14393 GUI DEBUG ge clear mode : 5
14393 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14393 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14394 GUI DEBUG ge vaddr 0880d870
14394 user_main_a DEBUG runtime syncEmulator immediately=true
14394 GUI DEBUG ge Texture.hashCode: 8192 bytes
14394 GUI DEBUG ge tflush Reusing cached texture 4
14394 GUI DEBUG ge prim sprites 1x
14394 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14394 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14394 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14394 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14395 user_main_a DEBUG runtime syncEmulator immediately=true
14395 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14395 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14395 GUI DEBUG ge clear mode end
14395 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14395 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14395 GUI DEBUG ge tflush (deferring to prim)
14395 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14395 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14396 user_main_a DEBUG runtime syncEmulator immediately=true
14396 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14396 GUI DEBUG ge tflush (deferring to prim)
14396 GUI DEBUG ge sceGuTexFunc mode 000004
14396 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14396 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14396 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14396 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14397 user_main_a DEBUG runtime syncEmulator immediately=true
14397 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14397 GUI DEBUG ge material ambient a=1,0 (FF)
14397 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14397 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14397 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14397 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14397 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14397 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14398 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14398 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14398 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14398 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14398 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14398 user_main_a DEBUG runtime syncEmulator immediately=true
14398 GUI DEBUG ge glLoadMatrixf 0,7 -0,7 -0,2 0,0
14398 GUI DEBUG ge glLoadMatrixf 0,0 0,3 -1,0 0,0
14399 GUI DEBUG ge glLoadMatrixf 0,7 0,6 0,2 0,0
14399 user_main_a DEBUG runtime syncEmulator immediately=true
14399 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14399 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14399 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14399 GUI DEBUG ge vaddr 0880a890
14399 GUI DEBUG ge prim triangle 12x
14399 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14399 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14400 user_main_a DEBUG runtime syncEmulator immediately=true
14400 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14400 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14400 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14400 GUI DEBUG ge finish (0)
14400 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0x9, behavior=1, signalId=0x0
14400 GUI DEBUG ge end pc=0x880d9a4
14401 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x9, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14401 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0x9, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14401 user_main_a DEBUG runtime syncEmulator immediately=true
14401 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14401 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14401 user_main_a DEBUG runtime Start of Callback 0x08806468
14401 user_main_a DEBUG runtime End of Callback 0x08806468
14402 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0x9, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14402 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14402 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0x9, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14402 user_main_a DEBUG runtime Ending Idle State
14402 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14402 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14402 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14402 idle1_6 DEBUG runtime Scheduled, restarting...
14402 user_main_a DEBUG runtime Waiting to be scheduled...
14402 idle1_6 DEBUG runtime syncEmulator immediately=false
14402 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04088000
14403 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14403 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14403 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14403 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14403 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14404 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14404 idle1_6 DEBUG runtime Waiting to be scheduled...
14404 user_main_a DEBUG runtime Scheduled, restarting...
14404 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04000000
14404 user_main_a DEBUG runtime syncEmulator immediately=false
14404 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14405 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14405 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14405 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14405 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14405 user_main_a DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceDisplay.hleVblankStart'
14405 user_main_a DEBUG hle.sceCtrl hleCtrlExecuteSampling
14405 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14406 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14406 user_main_a DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14406 user_main_a DEBUG runtime Switching to Thread idle1
14406 user_main_a DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14406 user_main_a DEBUG runtime Switching to Thread user_main
14406 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14406 user_main_a DEBUG runtime syncEmulator immediately=false
14406 user_main_a DEBUG hle.sceDisplay sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=0)
14407 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14407 user_main_a DEBUG runtime syncEmulator immediately=false
14407 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue(list=0x0880D860, stall=0x0880D860, cbid=0xF, arg=0x00000000)
14407 user_main_a DEBUG hle.sceGe_user sceGeListEnQueue returning 0xA
14407 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=user_main_a
14407 user_main_a DEBUG runtime syncEmulator immediately=false
14407 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D888)
14408 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D89C)
14408 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D99C)
14408 user_main_a DEBUG hle.sceGe_user sceGeListUpdateStallAddr(id=0xA, stall=0x0880D9A4)
14409 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14409 user_main_a DEBUG hle.sceGe_user sceGeDrawSync mode=0
14409 GUI DEBUG ge executeList PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14409 user_main_a DEBUG hle.sceGe_user blockCurrentThreadOnList blocking thread a on list PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D860, stall=0x0880D9A4, cbid=0xF, ended=false, finished=false, paused=false, restarted=false, reset=false]
14409 GUI DEBUG ge fbp fbp=4000000, fbw=512
14409 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14409 GUI DEBUG ge fbw fbp=0, fbw=512
14410 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14410 GUI DEBUG ge base 08000000
14410 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14410 GUI DEBUG ge jump old PC: 0x0880D870, new PC: 0x0880D888
14410 user_main_a DEBUG runtime Starting Idle State...
14410 GUI DEBUG hle.sceDisplay hleDisplaySetGeBuf topaddr=0x04000000, bufferwidth=512, pixelformat=3, copyGE=false, with=480, height=272
14410 user_main_a DEBUG runtime syncEmulator immediately=true
14410 GUI DEBUG ge Reloading GE Memory (0x04000000-0x04088000) to screen (480x272)
14411 GUI DEBUG ge clear mode : 5
14411 GUI DEBUG ge vtype GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
14411 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14411 GUI DEBUG ge vaddr 0880d870
14412 user_main_a DEBUG runtime syncEmulator immediately=true
14412 GUI DEBUG ge Texture.hashCode: 8192 bytes
14412 GUI DEBUG ge tflush Reusing cached texture 4
14412 GUI DEBUG ge prim sprites 1x
14412 GUI DEBUG ge sceGuEnable(GU_SCISSOR_TEST)
14412 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14412 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14412 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14413 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14413 user_main_a DEBUG runtime syncEmulator immediately=true
14413 GUI DEBUG ge sprite (0,0)-(0,0) at (0,0,0)-(480,272,0)
14413 GUI DEBUG ge clear mode end
14413 GUI DEBUG ge sceGuTexMode(X, mipmaps=0, mipmapShareClut=true, swizzle=false)
14413 GUI DEBUG ge sceGuTexMode(tpsm=2(PSM_4444), X, X, X)
14413 GUI DEBUG ge tflush (deferring to prim)
14413 GUI DEBUG ge sceGuTexImage(level=0, X, X, X, lo(pointer=0x880ac00))
14414 GUI DEBUG ge sceGuTexImage(level=0, X, X, texBufferWidth=64, hi(pointer=0x880ac00))
14414 user_main_a DEBUG runtime syncEmulator immediately=true
14414 GUI DEBUG ge sceGuTexImage(level=0, width=64, height=64, X, X)
14414 GUI DEBUG ge tflush (deferring to prim)
14414 GUI DEBUG ge sceGuTexFunc mode 000004
14414 GUI DEBUG ge sceGuTexEnvColor 00FFFF00 (no alpha)
14414 GUI DEBUG ge sceGuTexFilter(min=1, mag=1) (mm#0)
14414 GUI DEBUG ge sceGuTexScale(u=1.0, v=1.0)
14415 GUI DEBUG ge sceGuTexOffset(u=0.0, v=0.0)
14415 user_main_a DEBUG runtime syncEmulator immediately=true
14415 GUI DEBUG ge material ambient r=1,0 g=1,0 b=1,0 (00FFFFFF)
14415 GUI DEBUG ge material ambient a=1,0 (FF)
14415 GUI DEBUG ge sceGumMatrixMode GU_PROJECTION 0
14415 GUI DEBUG ge glLoadMatrixf 0,7 0,0 0,0 0,0
14415 GUI DEBUG ge glLoadMatrixf 0,0 1,3 0,0 0,0
14415 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 -1,0
14416 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -1,0 0,0
14416 GUI DEBUG ge sceGumMatrixMode GU_VIEW 0
14416 GUI DEBUG ge glLoadMatrixf 1,0 0,0 0,0 0,0
14416 GUI DEBUG ge glLoadMatrixf 0,0 1,0 0,0 0,0
14416 GUI DEBUG ge glLoadMatrixf 0,0 0,0 1,0 0,0
14416 GUI DEBUG ge glLoadMatrixf 0,0 0,0 0,0 1,0
14416 GUI DEBUG ge sceGumMatrixMode GU_MODEL 0
14416 GUI DEBUG ge glLoadMatrixf 0,7 -0,7 -0,2 0,0
14417 GUI DEBUG ge glLoadMatrixf 0,0 0,3 -1,0 0,0
14417 user_main_a DEBUG runtime syncEmulator immediately=true
14417 GUI DEBUG ge glLoadMatrixf 0,7 0,7 0,2 0,0
14417 GUI DEBUG ge glLoadMatrixf 0,0 0,0 -2,5 1,0
14417 GUI DEBUG ge vtype GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D size=24
14417 GUI DEBUG ge base 0x080000 redundant pure state cmd ignored
14417 GUI DEBUG ge vaddr 0880a890
14417 GUI DEBUG ge prim triangle 12x
14418 user_main_a DEBUG runtime syncEmulator immediately=true
14418 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14418 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14418 GUI DEBUG ge sceGuDisable(RE_COLOR_MATERIAL)
14418 GUI DEBUG ge Texture Mipmap base=0, max=0, textureNumMipmaps=0
14418 GUI DEBUG ge Not reading Vertex, all native at 0x0880A890
14419 user_main_a DEBUG runtime syncEmulator immediately=true
14419 GUI DEBUG ge finish (0)
14419 GUI DEBUG hle.sceGe_user Scheduling Async Callback name:'GeCallbackFinish', thread:'user_main', PC:08806468, $a0:00000000, $a1: 00000000, $a2: 08914EBC, listId=0xA, behavior=1, signalId=0x0
14419 GUI DEBUG ge end pc=0x880d9a4
14419 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xa, status=PSP_GE_LIST_DRAWING, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14419 GUI DEBUG ge FINISH / SIGNAL / END reached, waiting for Sync (PspGeList[id=0xa, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false])
14420 user_main_a DEBUG runtime syncEmulator immediately=true
14420 user_main_a DEBUG hle.ThreadManForUser Triggering Interrupt GE(0x19) at 0x08806468
14420 user_main_a DEBUG hle.ThreadManForUser Calling InterruptHandler 0x08806468(0x00000000,0x08914EBC)
14420 user_main_a DEBUG runtime Start of Callback 0x08806468
14420 user_main_a DEBUG runtime End of Callback 0x08806468
14420 user_main_a DEBUG hle.sceGe_user hleGeOnAfterCallback restarting list PspGeList[id=0xa, status=PSP_GE_LIST_END_REACHED, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=true, restarted=false, reset=false]
14420 user_main_a DEBUG hle.ThreadManForUser End of Interrupt
14421 user_main_a DEBUG runtime Ending Idle State
14421 user_main_a DEBUG runtime syncThread currentThread=user_main_a, currentRuntimeThread=idle1_6
14421 user_main_a DEBUG runtime Waiting to be scheduled...
14421 GUI DEBUG hle.sceGe_user hleGeListSyncDone list PspGeList[id=0xa, status=PSP_GE_LIST_DONE, pc=0x0880D9A4, stall=0x0880D9A4, cbid=0xF, ended=true, finished=true, paused=false, restarted=false, reset=false], done, waking thread a
14421 idle1_6 DEBUG runtime Scheduled, restarting...
14421 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_S)
14422 GUI DEBUG ge sceGuDisable(RE_TEXTURE_GEN_T)
14422 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - saving the GE to memory 0x04000000
14421 idle1_6 DEBUG runtime syncEmulator immediately=false
14422 idle1_6 DEBUG hle.sceGe_user really waking thread a(user_main)
14422 idle1_6 DEBUG hle.ThreadManForUser -------------------- unblock SceUID=a name:'user_main' caller:'sceGe_user.step'
14422 idle1_6 DEBUG hle.sceCtrl hleCtrlExecuteSampling
14423 idle1_6 DEBUG hle.ThreadManForUser Triggering Interrupt VBLANK(0x1E)
14423 idle1_6 DEBUG hle.ThreadManForUser End of Interrupt
14423 idle1_6 DEBUG hle.ThreadManForUser Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14423 idle1_6 DEBUG hle.ThreadManForUser ---------------------------------------- SceUID=a name:'user_main'
14423 idle1_6 DEBUG runtime Switching from Thread idle1 to user_main
14423 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14424 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
14423 idle1_6 DEBUG runtime syncThread currentThread=idle1_6, currentRuntimeThread=user_main_a
14424 idle1_6 DEBUG runtime Waiting to be scheduled...
14424 user_main_a DEBUG runtime Scheduled, restarting...
14425 user_main_a DEBUG runtime syncEmulator immediately=false
14425 user_main_a DEBUG hle.sceDisplay sceDisplayWaitVblankStart
14425 user_main_a DEBUG hle.ThreadManForUser -------------------- block SceUID=a name:'user_main' caller:'ThreadManForUser.hleBlockCurrentThread'
14425 user_main_a DEBUG hle.ThreadManForUser Context switching to 'idle1(Status PSP_THREAD_READY, Wait None)' after reschedule
14425 user_main_a DEBUG runtime Switching from Thread user_main to idle1
14425 user_main_a DEBUG runtime Starting Idle State...
14425 user_main_a DEBUG runtime syncEmulator immediately=true
14427 user_main_a DEBUG runtime syncEmulator immediately=true
14432 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - start display
14432 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - rendering the FB 0x04088000
14433 GUI DEBUG hle.sceDisplay sceDisplay.paintGL - end display
15699 GUI DEBUG hle.ThreadManForUser really deleting thread:'idle0'
15699 GUI DEBUG hle.ThreadManForUser thread:'idle0' freeing stack 0x08800000
15699 GUI DEBUG runtime Deleting Thread idle0(Status PSP_THREAD_READY, Wait None)
15699 GUI DEBUG hle.ThreadManForUser really deleting thread:'idle1'
15699 GUI DEBUG hle.ThreadManForUser thread:'idle1' freeing stack 0x08802000
15699 GUI DEBUG runtime Deleting Thread idle1(Status PSP_THREAD_RUNNING, Wait None)
15699 GUI DEBUG hle.ThreadManForUser really deleting thread:'user_main'
15700 GUI DEBUG hle.ThreadManForUser thread:'user_main' freeing stack 0x09F80000
15700 GUI DEBUG hle.SysMemUserForUser free SysMemInfo[addr=0x09F80000-0x09FC0000, uid=b, partition=2, name='ThreadMan-Stack-0xa-user_main', type=PSP_SMEM_High, size=0x40000 (allocated=0x40000)]
15700 GUI DEBUG runtime Deleting Thread user_main(Status PSP_THREAD_WAITING, Wait Blocked)
15700 GUI DEBUG runtime Continue Thread user_main_a
15700 GUI DEBUG hle.ThreadManForUser really deleting thread:'update_thread'
15700 GUI DEBUG hle.ThreadManForUser thread:'update_thread' freeing stack 0x09FFF000
15700 GUI DEBUG hle.SysMemUserForUser free SysMemInfo[addr=0x09FFF000-0x0A000000, uid=d, partition=2, name='ThreadMan-Stack-0xc-update_thread', type=PSP_SMEM_High, size=0x1000 (allocated=0x1000)]
15700 GUI DEBUG runtime Deleting Thread update_thread(Status PSP_THREAD_WAITING, Wait None (sleeping))
15701 GUI INFO hle.ThreadManForUser ----------------------------- ThreadMan exit -----------------------------
15701 GUI DEBUG runtime RuntimeContext.exit
15701 GUI DEBUG runtime Thread idle0_4, State=WAITING
15702 GUI DEBUG runtime Thread user_main_a, State=WAITING
15702 idle0_4 DEBUG runtime Scheduled, restarting...
15702 GUI DEBUG runtime Thread update_thread_c, State=WAITING
15702 idle0_4 DEBUG runtime End of Thread idle0 - stopped
15702 update_thread_c DEBUG runtime Scheduled, restarting...
15702 GUI DEBUG runtime Thread idle1_6, State=WAITING
15702 update_thread_c DEBUG runtime End of Thread update_thread - stopped
15702 idle0_4 DEBUG runtime End of Thread idle0 - sync
15703 idle0_4 DEBUG runtime Starting Idle State...
15702 update_thread_c DEBUG runtime End of Thread update_thread - sync
15703 update_thread_c DEBUG runtime Starting Idle State...
15702 user_main_a DEBUG runtime End of Thread user_main - stopped
15702 idle1_6 DEBUG runtime Scheduled, restarting...
15703 user_main_a DEBUG runtime End of Thread user_main - sync
15703 user_main_a DEBUG runtime Starting Idle State...
15703 update_thread_c DEBUG runtime syncEmulator immediately=true
15703 idle0_4 DEBUG runtime syncEmulator immediately=true
15703 user_main_a DEBUG runtime syncEmulator immediately=true
15703 idle1_6 DEBUG runtime End of Thread idle1 - stopped
15704 idle1_6 DEBUG runtime End of Thread idle1 - sync
15704 idle1_6 DEBUG runtime Starting Idle State...
15704 idle1_6 DEBUG runtime syncEmulator immediately=true