47:41:210 windows\emuthread.cpp:113 I[BOOT]: Done.
47:42:735 core\system.cpp:306 I[BOOT]: PPSSPP v0.9.6-372-g51484e4
47:42:785 core\psploaders.cpp:101 D[LOAD]: HDRemaster mode is false
47:42:786 common\memarena.cpp:379 I[MM]: Found valid memory base at 08400000 after 30 tries.
47:42:786 core\memmap.cpp:125 I[MM]: Memory system initialized. RAM at 08C20000 (mirror at 0 @ 10400000, uncached @ 10400000)
47:42:949 core\psploaders.cpp:120 I[LOAD]: ULUS10005 : DARKSTALKERS CHRONICLE The Chaos Tower
47:42:951 core\psploaders.cpp:190 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
47:42:953 hle\scekernelmemory.cpp:215 I[KERNEL]: Kernel and user memory pools initialized
47:42:970 common\fileutil.cpp:260 D[COMMON]: CreateFullPath: path E:\project\testing\300\ppsspp\memstick/
47:42:970 common\fileutil.cpp:264 D[COMMON]: CreateFullPath: path exists E:\project\testing\300\ppsspp\memstick/
47:42:970 common\fileutil.cpp:260 D[COMMON]: CreateFullPath: path E:\project\testing\300\ppsspp\flash0/
47:42:970 common\fileutil.cpp:264 D[COMMON]: CreateFullPath: path exists E:\project\testing\300\ppsspp\flash0/
47:42:984 common\fileutil.cpp:260 D[COMMON]: CreateFullPath: path E:\project\testing\300\ppsspp\memstick/PSP\PPSSPP_STATE
47:42:984 common\fileutil.cpp:264 D[COMMON]: CreateFullPath: path exists E:\project\testing\300\ppsspp\memstick/PSP\PPSSPP_STATE
47:43:148 util\ppgedraw.cpp:208 D[SCEGE]: PPGe drawing library initialized. DL: 08000100 Data: 08010100 Atlas: 08020a00 (2097152) Args: 08020100
47:43:148 hle\scekernel.cpp:141 I[KERNEL]: Kernel initialized.
47:43:200 hle\scekernelmodule.cpp:708 D[MODULE]: Decrypting ~PSP file
47:43:405 elf\elfreader.cpp:352 D[LOAD]: String section: 33
47:43:405 elf\elfreader.cpp:413 D[LOAD]: Relocatable module
47:43:405 elf\elfreader.cpp:419 D[LOAD]: 2 segments:
47:43:405 elf\elfreader.cpp:427 D[LOAD]: Type: 00000001 Vaddr: 00000000 Filesz: 00267110 Memsz: 00267110 
47:43:407 elf\elfreader.cpp:445 D[LOAD]: Loadable Segment Copied to 08804000, size 00267110
47:43:407 elf\elfreader.cpp:427 D[LOAD]: Type: 00000001 Vaddr: 00267110 Filesz: 000bf5c0 Memsz: 00271230 
47:43:409 elf\elfreader.cpp:445 D[LOAD]: Loadable Segment Copied to 08a6b110, size 00271230
47:43:409 util\blockallocator.cpp:381 I[HLE]: -----------
47:43:409 util\blockallocator.cpp:385 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
47:43:409 util\blockallocator.cpp:385 I[HLE]: Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:43:409 util\blockallocator.cpp:385 I[HLE]: Block: 08cdc400 - 0c000000 size 03323c00 taken=0 tag=(untitled)
47:43:409 util\blockallocator.cpp:387 I[HLE]: -----------
47:43:409 elf\elfreader.cpp:450 D[LOAD]: 35 sections:
47:43:409 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .init     Sitting at 08804000, size 00000024
47:43:409 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.init     Ignoring (size=00000010) (flags=00000000)
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .text     Sitting at 08804040, size 0025e00c
47:43:409 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.text     Ignoring (size=001e6948) (flags=00000000)
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .fini     Sitting at 08a6204c, size 0000001c
47:43:409 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.fini     Ignoring (size=00000008) (flags=00000000)
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .sceStub.text     Sitting at 08a62068, size 00000640
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .lib.ent.top     Sitting at 08a626b0, size 00000004
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .lib.ent     Sitting at 08a626b4, size 00000010
47:43:409 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.lib.ent     Ignoring (size=00000008) (flags=00000000)
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .lib.ent.btm     Sitting at 08a626c4, size 00000004
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .lib.stub.top     Sitting at 08a626c8, size 00000004
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .lib.stub     Sitting at 08a626cc, size 000001b8
47:43:409 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.lib.stub     Ignoring (size=00000210) (flags=00000000)
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .lib.stub.btm     Sitting at 08a62884, size 00000004
47:43:409 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .rodata.sceModuleInfo     Sitting at 08a62888, size 00000034
47:43:409 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .rodata.sceResident     Sitting at 08a628bc, size 000001a4
47:43:410 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.rodata.sceResident     Ignoring (size=00000010) (flags=00000000)
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .rodata.sceNid     Sitting at 08a62a60, size 00000320
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .ctors     Sitting at 08a62d80, size 00000008
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .dtors     Sitting at 08a62d88, size 00000008
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .jcr     Sitting at 08a62d90, size 00000004
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .eh_frame     Sitting at 08a62d94, size 00000064
47:43:410 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.eh_frame     Ignoring (size=00000010) (flags=00000000)
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .rodata     Sitting at 08a62df8, size 00008318
47:43:410 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.rodata     Ignoring (size=00002518) (flags=00000000)
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .data     Sitting at 08a6b110, size 000bf1e4
47:43:410 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .rel.data     Ignoring (size=0001d218) (flags=00000000)
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .sdata     Sitting at 08b2a300, size 000003d0
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .sbss     Sitting at 08b2a6d0, size 00000000
47:43:410 elf\elfreader.cpp:463 D[LOAD]: Data Section found: .bss     Sitting at 08b2a700, size 001b1c40
47:43:410 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .shstrtab     Ignoring (size=00000182) (flags=00000000)
47:43:410 elf\elfreader.cpp:467 D[LOAD]: NonData Section found: .comment     Ignoring (size=0000562d) (flags=00000000)
47:43:410 elf\elfreader.cpp:471 D[LOAD]: Relocations:
47:43:410 elf\elfreader.cpp:495 D[LOAD]: .rel.init: Performing 2 relocations on .init : offset = 00326e7c
47:43:410 elf\elfreader.cpp:57 D[LOAD]: Loading 2 relocations...
47:43:410 elf\elfreader.cpp:495 D[LOAD]: .rel.text: Performing 249129 relocations on .text : offset = 00326e8c
47:43:410 elf\elfreader.cpp:57 D[LOAD]: Loading 249129 relocations...
47:43:475 elf\elfreader.cpp:495 D[LOAD]: .rel.fini: Performing 1 relocations on .fini : offset = 0050d7d4
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 1 relocations...
47:43:476 elf\elfreader.cpp:495 D[LOAD]: .rel.lib.ent: Performing 1 relocations on .lib.ent : offset = 0050d7dc
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 1 relocations...
47:43:476 elf\elfreader.cpp:495 D[LOAD]: .rel.lib.stub: Performing 66 relocations on .lib.stub : offset = 0050d7e4
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 66 relocations...
47:43:476 elf\elfreader.cpp:495 D[LOAD]: .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 0050d9f4
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 5 relocations...
47:43:476 elf\elfreader.cpp:495 D[LOAD]: .rel.rodata.sceResident: Performing 2 relocations on .rodata.sceResident : offset = 0050da1c
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 2 relocations...
47:43:476 elf\elfreader.cpp:495 D[LOAD]: .rel.eh_frame: Performing 2 relocations on .eh_frame : offset = 0050da2c
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 2 relocations...
47:43:476 elf\elfreader.cpp:495 D[LOAD]: .rel.rodata: Performing 1187 relocations on .rodata : offset = 0050da3c
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 1187 relocations...
47:43:476 elf\elfreader.cpp:495 D[LOAD]: .rel.data: Performing 14915 relocations on .data : offset = 0050ff54
47:43:476 elf\elfreader.cpp:57 D[LOAD]: Loading 14915 relocations...
47:47:068 hle\scekernelmodule.cpp:836 I[LOAD]: Module vampire: 08b322f0 08a626b4 08a626cc
47:47:069 hle\scekernelmodule.cpp:866 D[LOAD]: ===================================================
47:47:069 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceAudio, stubs at 08a62278
47:47:069 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioOutputBlocking : 08a62278
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioOutputPanned : 08a62280
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioOutputPannedBlocking : 08a62288
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioChReserve : 08a62290
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioChRelease : 08a62298
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioGetChannelRestLen : 08a622a0
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioSetChannelDataLen : 08a622a8
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioChangeChannelConfig : 08a622b0
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAudioChangeChannelVolume : 08a622b8
47:47:087 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:087 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceSasCore, stubs at 08a62578
47:47:087 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasCore : 08a62578
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasGetEndFlag : 08a62580
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetVolume : 08a62588
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetPitch : 08a62590
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetVoice : 08a62598
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetNoise : 08a625a0
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetADSR : 08a625a8
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetADSRmode : 08a625b0
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetSL : 08a625b8
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasGetEnvelopeHeight : 08a625c0
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetSimpleADSR : 08a625c8
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasInit : 08a625d0
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetKeyOff : 08a625d8
47:47:088 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasSetKeyOn : 08a625e0
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasRevVON : 08a625e8
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasRevEVOL : 08a625f0
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasRevType : 08a625f8
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing __sceSasRevParam : 08a62600
47:47:089 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:089 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceCtrl, stubs at 08a622c0
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceCtrlSetSamplingCycle : 08a622c0
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceCtrlSetSamplingMode : 08a622c8
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceCtrlReadBufferPositive : 08a622d0
47:47:089 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:089 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceDisplay, stubs at 08a622d8
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceDisplaySetMode : 08a622d8
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceDisplaySetFrameBuf : 08a622e0
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceDisplayGetVcount : 08a622e8
47:47:089 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceDisplayWaitVblank : 08a622f0
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceDisplayWaitVblankStart : 08a622f8
47:47:090 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:090 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceGe_user, stubs at 08a62300
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeEdramGetAddr : 08a62300
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeListEnQueue : 08a62308
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeListEnQueueHead : 08a62310
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeListUpdateStallAddr : 08a62318
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeListSync : 08a62320
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeDrawSync : 08a62328
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeBreak : 08a62330
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeContinue : 08a62338
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeSetCallback : 08a62340
47:47:090 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceGeUnsetCallback : 08a62348
47:47:091 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:091 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceUtility, stubs at 08a62640
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilitySavedataInitStart : 08a62640
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilitySavedataShutdownStart : 08a62648
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilitySavedataUpdate : 08a62650
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilitySavedataGetStatus : 08a62658
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityMsgDialogInitStart : 08a62660
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityMsgDialogShutdownStart : 08a62668
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityMsgDialogUpdate : 08a62670
47:47:091 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityMsgDialogGetStatus : 08a62678
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityOskInitStart : 08a62680
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityOskShutdownStart : 08a62688
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityOskUpdate : 08a62690
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityOskGetStatus : 08a62698
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUtilityGetSystemParamString : 08a626a0
47:47:092 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:092 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module IoFileMgrForUser, stubs at 08a62068
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoPollAsync : 08a62068
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoReadAsync : 08a62070
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoLseek : 08a62078
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoWaitAsync : 08a62080
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoGetstat : 08a62088
47:47:092 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoDevctl : 08a62090
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoChangeAsyncPriority : 08a62098
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoClose : 08a620a0
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoCloseAsync : 08a620a8
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoOpen : 08a620b0
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoRead : 08a620b8
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceIoWrite : 08a620c0
47:47:093 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:093 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module LoadExecForUser, stubs at 08a620d8
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelExitGame : 08a620d8
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelRegisterExitCallback : 08a620e0
47:47:093 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:093 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module ModuleMgrForUser, stubs at 08a620e8
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelLoadModuleByID : 08a620e8
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelStartModule : 08a620f0
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelStopModule : 08a620f8
47:47:093 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelUnloadModule : 08a62100
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelSelfStopUnloadModule : 08a62108
47:47:094 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:094 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module ThreadManForUser, stubs at 08a62140
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelCreateThread : 08a62140
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDeleteThread : 08a62148
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelStartThread : 08a62150
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelExitThread : 08a62158
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelTerminateThread : 08a62160
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelTerminateDeleteThread : 08a62168
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelChangeThreadPriority : 08a62170
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelGetThreadId : 08a62178
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelSleepThread : 08a62180
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelWakeupThread : 08a62188
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelSuspendThread : 08a62190
47:47:094 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelResumeThread : 08a62198
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelWaitThreadEnd : 08a621a0
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDelayThread : 08a621a8
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDelayThreadCB : 08a621b0
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelCreateSema : 08a621b8
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDeleteSema : 08a621c0
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelSignalSema : 08a621c8
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelWaitSema : 08a621d0
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelPollSema : 08a621d8
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelCreateEventFlag : 08a621e0
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDeleteEventFlag : 08a621e8
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelSetEventFlag : 08a621f0
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelClearEventFlag : 08a621f8
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelWaitEventFlag : 08a62200
47:47:095 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelCreateCallback : 08a62208
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDeleteCallback : 08a62210
47:47:096 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:096 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module UtilsForUser, stubs at 08a62218
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDcacheWritebackAll : 08a62218
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDcacheWritebackRange : 08a62220
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelDcacheWritebackInvalidateRange : 08a62228
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelLibcClock : 08a62230
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelLibcTime : 08a62238
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelLibcGettimeofday : 08a62240
47:47:096 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:096 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceAtrac3plus, stubs at 08a62248
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAtracGetAtracID : 08a62248
47:47:096 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAtracReleaseAtracID : 08a62250
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAtracSetData : 08a62258
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAtracDecodeData : 08a62260
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAtracSetLoopNum : 08a62268
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceAtracGetInternalErrorInfo : 08a62270
47:47:097 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:097 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceNet, stubs at 08a62460
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetInit : 08a62460
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetTerm : 08a62468
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetEtherNtostr : 08a62470
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetGetLocalEtherAddr : 08a62478
47:47:097 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:097 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceNetAdhoc, stubs at 08a62480
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocInit : 08a62480
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocTerm : 08a62488
47:47:097 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPdpCreate : 08a62490
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPdpSend : 08a62498
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPdpRecv : 08a624a0
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPdpDelete : 08a624a8
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpOpen : 08a624b0
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpConnect : 08a624b8
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpListen : 08a624c0
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpAccept : 08a624c8
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpSend : 08a624d0
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpRecv : 08a624d8
47:47:098 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpFlush : 08a624e0
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocPtpClose : 08a624e8
47:47:099 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:099 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceNetAdhocctl, stubs at 08a62530
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlInit : 08a62530
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlTerm : 08a62538
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlConnect : 08a62540
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlDisconnect : 08a62548
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlAddHandler : 08a62550
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlDelHandler : 08a62558
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlGetState : 08a62560
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlGetNameByAddr : 08a62568
47:47:099 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocctlGetParameter : 08a62570
47:47:099 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:099 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceNetAdhocMatching, stubs at 08a624f0
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingInit : 08a624f0
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingTerm : 08a624f8
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingCreate : 08a62500
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingStart : 08a62508
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingStop : 08a62510
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingDelete : 08a62518
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingSelectTarget : 08a62520
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceNetAdhocMatchingCancelTarget : 08a62528
47:47:100 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:100 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceMpeg, stubs at 08a623a0
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegQueryStreamOffset : 08a623a0
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegQueryStreamSize : 08a623a8
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegInit : 08a623b0
47:47:100 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegFinish : 08a623b8
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegQueryMemSize : 08a623c0
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegCreate : 08a623c8
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegDelete : 08a623d0
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegRegistStream : 08a623d8
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegUnRegistStream : 08a623e0
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegMallocAvcEsBuf : 08a623e8
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegFreeAvcEsBuf : 08a623f0
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegQueryAtracEsSize : 08a623f8
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegInitAu : 08a62400
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegGetAvcAu : 08a62408
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegGetAtracAu : 08a62410
47:47:101 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegFlushAllStream : 08a62418
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegAvcDecode : 08a62420
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegAvcDecodeStop : 08a62428
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegAtracDecode : 08a62430
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegRingbufferQueryMemSize : 08a62438
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegRingbufferConstruct : 08a62440
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegRingbufferDestruct : 08a62448
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegRingbufferPut : 08a62450
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceMpegRingbufferAvailableSize : 08a62458
47:47:102 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:102 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceUmdUser, stubs at 08a62608
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUmdCheckMedium : 08a62608
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUmdActivate : 08a62610
47:47:102 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUmdDeactivate : 08a62618
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUmdWaitDriveStat : 08a62620
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUmdGetErrorStat : 08a62628
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUmdRegisterUMDCallBack : 08a62630
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceUmdUnRegisterUMDCallBack : 08a62638
47:47:103 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:103 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module sceLibFont, stubs at 08a62350
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontNewLib : 08a62350
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontDoneLib : 08a62358
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontGetNumFontList : 08a62360
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontGetFontList : 08a62368
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontFindOptimumFont : 08a62370
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontOpen : 08a62378
47:47:103 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontClose : 08a62380
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontGetFontInfo : 08a62388
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontGetCharInfo : 08a62390
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceFontGetCharGlyphImage_Clip : 08a62398
47:47:104 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:104 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module Kernel_Library, stubs at 08a620c8
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelCpuSuspendIntr : 08a620c8
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelCpuResumeIntr : 08a620d0
47:47:104 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:104 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module StdioForUser, stubs at 08a62110
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelStdin : 08a62110
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelStdout : 08a62118
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelStderr : 08a62120
47:47:104 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:104 hle\scekernelmodule.cpp:886 D[LOAD]: Importing Module SysMemUserForUser, stubs at 08a62128
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelAllocPartitionMemory : 08a62128
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelFreePartitionMemory : 08a62130
47:47:104 hle\scekernelmodule.cpp:260 D[LOAD]: Importing sceKernelGetBlockHeadAddr : 08a62138
47:47:104 hle\scekernelmodule.cpp:957 D[LOAD]: -------------------------------------------------------------
47:47:104 hle\scekernelmodule.cpp:1034 I[LOAD]: Exporting ent 0 named vampire, 1 funcs, 1 vars, resident 08a62a50
47:47:109 hle\scekernelmodule.cpp:1319 I[LOAD]: Module entry: 0880432c
47:47:512 root         N[BOOT]: ui\emuscreen.cpp:111 Loading H:/ISO/PSP-Darkstalkers_Chronicle_The_Chaos_Tower_PROPER_USA.iso...
47:47:513 root         D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:514 root         D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:514 root         D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:514 root         D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:514 root         D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:517 root         I[KERNEL]: hle\scekernelthread.cpp:2121 276=sceKernelCreateThread(name=user_main, entry=08804128, prio=20, stacksize=262144)
47:47:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: root -> idle0 (275->272, pc: 088043d8->08000000, thread created) +144us
47:47:517 root         D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> root (272->275, pc: 08000000->088043d8, idle) +1306us
47:47:517 root         I[KERNEL]: hle\scekernelthread.cpp:2172 sceKernelStartThread(thread=276, argSize=33, argPtr=0bfffed0)
47:47:517 root         I[KERNEL]: hle\scekernelthread.cpp:2252 __KernelReturnFromThread: 0
47:47:517 root         D[KERNEL]: hle\scekernelthread.cpp:1557 sceKernelGetThreadExitStatus(275)
47:47:517 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: root -> user_main (275->276, pc: 08000034->08804128, returned from module) +0us
47:47:517 user_main    D[KERNEL]: hle\scekernelthread.cpp:2384 sceKernelDeleteThread(275)
47:47:518 user_main    D[KERNEL]: hle\scekernelthread.cpp:439 Freeing thread stack root
47:47:518 user_main    D[HLE]: util\blockallocator.cpp:224 Merging Blocks
47:47:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08804128->08000000, thread returned) +0us
47:47:518 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08804128, idle) +1450us
47:47:521 user_main    I[KERNEL]: hle\scekernelthread.cpp:2121 277=sceKernelCreateThread(name=CheckExitGame, entry=08812788, prio=6f, stacksize=4096)
47:47:521 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811d34->08000000, thread created) +147us
47:47:521 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811d34, idle) +1303us
47:47:521 user_main    I[KERNEL]: hle\scekernelthread.cpp:2172 sceKernelStartThread(thread=277, argSize=0, argPtr=00000000)
47:47:522 user_main    D[DISP]: hle\scedisplay.cpp:616 sceDisplaySetMode(0, 480, 272)
47:47:522 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=00000000,linesize=512,pixelsize=1,sync=1)
47:47:522 user_main    D[DISP]: hle\scedisplay.cpp:633 - screen off
47:47:522 user_main    D[CTRL]: hle\scectrl.cpp:397 sceCtrlSetSamplingMode(0)
47:47:522 user_main    D[CTRL]: hle\scectrl.cpp:366 sceCtrlSetSamplingCycle(0)
47:47:522 user_main    I[KERNEL]: hle\scekernelthread.cpp:2121 278=sceKernelCreateThread(name=DVDUMD_INOUT, entry=0881f838, prio=32, stacksize=2048)
47:47:522 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> CheckExitGame (276->277, pc: 0881f960->08812788, thread created) +144us
47:47:522 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2924 279=sceKernelCreateCallback(name=exit, entry=08811fd8, callbackArg=00000000)
47:47:523 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3726 sceKernelRegisterExitCallback(279)
47:47:523 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:523 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> user_main (277->276, pc: 088127c0->0881f960, thread delayed) +0us
47:47:523 user_main    I[KERNEL]: hle\scekernelthread.cpp:2172 sceKernelStartThread(thread=278, argSize=0, argPtr=00000000)
47:47:523 user_main    D[KERNEL]: hle\scekernelthread.cpp:2717 sceKernelWaitThreadEnd(278, 00000000)
47:47:523 DVDUMD_INOUT D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> DVDUMD_INOUT (276->278, pc: 0881f988->0881f838, thread wait end) +0us
47:47:523 DVDUMD_INOUT D[KERNEL]: hle\scekernelthread.cpp:2924 280=sceKernelCreateCallback(name=DVDUMD_EXE, entry=08821954, callbackArg=00000000)
47:47:524 DVDUMD_INOUT D[IO]: hle\sceumd.cpp:286 0=sceUmdRegisterUMDCallback(id=00000118)
47:47:524 DVDUMD_INOUT D[IO]: hle\sceumd.cpp:223 1=sceUmdCheckMedium()
47:47:524 DVDUMD_INOUT D[IO]: hle\sceumd.cpp:223 1=sceUmdCheckMedium()
47:47:524 DVDUMD_INOUT D[IO]: hle\sceumd.cpp:250 0=sceUmdActivate(1, disc0:)
47:47:524 DVDUMD_INOUT D[IO]: hle\sceumd.cpp:366 0=sceUmdWaitDriveStat(stat = 00000020)
47:47:524 DVDUMD_INOUT D[IO]: hle\sceumd.cpp:300 00000118=sceUmdUnRegisterUMDCallBack(id=00000118)
47:47:524 DVDUMD_INOUT D[KERNEL]: hle\scekernelthread.cpp:2931 sceKernelDeleteCallback(280)
47:47:524 DVDUMD_INOUT I[KERNEL]: hle\scekernelthread.cpp:2265 sceKernelExitThread(0)
47:47:524 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: DVDUMD_INOUT -> user_main (278->276, pc: 0881f8cc->0881f988, thread exited) +0us
47:47:525 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:525 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9999us
47:47:525 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:525 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:525 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 0
47:47:525 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:526 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:526 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:526 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:544 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbcc, idle) +1454us
47:47:544 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:544 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:544 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:544 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:544 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:552 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/audiocodec.prx, 00000001, 00000000)
47:47:552 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbec->08000000, file opened) +3us
47:47:552 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbec, idle) +100us
47:47:561 user_main    D[MODULE]: hle\scekernelmodule.cpp:708 Decrypting ~PSP file
47:47:561 user_main    I[HLE]: elf\prxdecrypter.cpp:300 Missing key 42, cannot decrypt module
47:47:561 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 282=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000001,00000001,position = 00000000)
47:47:561 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(282,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:561 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:561 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca0->08000000, file closed) +0us
47:47:561 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca0, idle) +100us
47:47:561 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:561 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 0
47:47:561 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8341us
47:47:561 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:562 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:562 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 1
47:47:562 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:562 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:562 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:562 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:562 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca8, idle) +8137us
47:47:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:562 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:562 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 1
47:47:562 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1862us
47:47:563 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:563 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:563 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:563 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:563 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:563 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 2
47:47:563 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:563 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:563 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:563 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:577 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbcc, idle) +4820us
47:47:577 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:577 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:577 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:577 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:577 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:577 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/sc_sascore.prx, 00000001, 00000000)
47:47:577 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbec->08000000, file opened) +3us
47:47:577 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbec, idle) +100us
47:47:578 user_main    D[MODULE]: hle\scekernelmodule.cpp:708 Decrypting ~PSP file
47:47:578 user_main    I[HLE]: elf\prxdecrypter.cpp:300 Missing key 42, cannot decrypt module
47:47:578 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 284=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000001,00000001,position = 00000000)
47:47:578 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(284,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:578 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:578 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca0->08000000, file closed) +0us
47:47:578 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca0, idle) +100us
47:47:578 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:578 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 2
47:47:578 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4975us
47:47:578 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:578 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:578 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:47:578 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:578 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:578 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 3
47:47:579 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:579 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:579 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:579 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:594 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca8, idle) +1504us
47:47:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:594 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:594 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 3
47:47:594 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8495us
47:47:594 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:594 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:594 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 4
47:47:594 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:594 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:594 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:594 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:610 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbcc, idle) +8187us
47:47:610 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:610 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:610 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:610 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:610 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:610 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/libatrac3plus.prx, 00000001, 00000000)
47:47:610 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbec->08000000, file opened) +4us
47:47:610 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbec, idle) +100us
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:352 String section: 22
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:413 Relocatable module
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:419 2 segments:
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00000000 Filesz: 00003884 Memsz: 00003884 
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08800000, size 00003884
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00003890 Filesz: 0000009c Memsz: 000005c0 
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08803890, size 000005c0
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 0bf80000 size 032a3c00 taken=0 tag=(untitled)
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:47:611 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:450 24 sections:
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .text     Sitting at 08800000, size 00003630
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.text     Ignoring (size=00000a60) (flags=00000000)
47:47:611 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sceStub.text     Sitting at 08803630, size 00000038
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.top     Sitting at 08803670, size 00000004
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent     Sitting at 08803674, size 00000020
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.ent     Ignoring (size=00000018) (flags=00000000)
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.btm     Sitting at 08803694, size 00000004
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.top     Sitting at 08803698, size 00000004
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub     Sitting at 0880369c, size 00000028
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.stub     Ignoring (size=00000030) (flags=00000000)
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.btm     Sitting at 088036c4, size 00000004
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceModuleInfo     Sitting at 088036c8, size 00000034
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceResident     Sitting at 088036fc, size 00000118
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceResident     Ignoring (size=000000e0) (flags=00000000)
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceNid     Sitting at 08803814, size 0000001c
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata     Sitting at 08803830, size 00000054
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata     Ignoring (size=00000060) (flags=00000000)
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .data     Sitting at 08803890, size 0000009c
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sbss     Sitting at 08803930, size 00000000
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .bss     Sitting at 08803930, size 00000520
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .shstrtab     Ignoring (size=00000126) (flags=00000000)
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .comment     Ignoring (size=000001a0) (flags=00000000)
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:471 Relocations:
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.text: Performing 332 relocations on .text : offset = 00003e94
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 332 relocations...
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.ent: Performing 3 relocations on .lib.ent : offset = 000048f4
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 3 relocations...
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.stub: Performing 6 relocations on .lib.stub : offset = 0000490c
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 6 relocations...
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 0000493c
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceResident: Performing 28 relocations on .rodata.sceResident : offset = 00004964
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 28 relocations...
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata: Performing 12 relocations on .rodata : offset = 00004a44
47:47:612 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 12 relocations...
47:47:612 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 286=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
47:47:613 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(286,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:613 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:613 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca0->08000000, file closed) +0us
47:47:613 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca0, idle) +100us
47:47:613 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:613 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 4
47:47:613 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1608us
47:47:613 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:613 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:613 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:47:613 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:613 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:613 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 5
47:47:613 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:613 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:613 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:613 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:627 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca8, idle) +4870us
47:47:627 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:627 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:627 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:627 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:627 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:627 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:627 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 5
47:47:627 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5129us
47:47:627 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:627 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:627 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:627 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:627 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:627 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 6
47:47:628 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:628 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:628 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:628 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:644 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +1553us
47:47:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:644 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/ifhandle.prx, 00000001, 00000000)
47:47:644 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +3us
47:47:644 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbec, idle) +100us
47:47:645 user_main    D[MODULE]: hle\scekernelmodule.cpp:708 Decrypting ~PSP file
47:47:645 user_main    I[HLE]: elf\prxdecrypter.cpp:300 Missing key 42, cannot decrypt module
47:47:645 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 288=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000001,00000001,position = 00000000)
47:47:645 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(288,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:645 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:645 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca0->08000000, file closed) +0us
47:47:645 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca0, idle) +100us
47:47:645 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:645 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 6
47:47:645 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8241us
47:47:645 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:645 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:645 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 7
47:47:645 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:646 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:646 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:646 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:660 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca8, idle) +8237us
47:47:660 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:660 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:660 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:660 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:660 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:660 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:660 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 7
47:47:660 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1762us
47:47:660 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:660 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:660 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:660 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:660 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:661 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 8
47:47:661 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:661 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:661 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:661 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:677 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +4920us
47:47:677 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:677 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:677 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:677 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:677 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:677 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/mpegbase.prx, 00000001, 00000000)
47:47:677 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +3us
47:47:677 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbec, idle) +100us
47:47:678 user_main    D[MODULE]: hle\scekernelmodule.cpp:708 Decrypting ~PSP file
47:47:678 user_main    I[HLE]: elf\prxdecrypter.cpp:300 Missing key 42, cannot decrypt module
47:47:678 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 290=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000001,00000001,position = 00000000)
47:47:678 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(290,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:678 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:678 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca0->08000000, file closed) +0us
47:47:678 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:678 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:678 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 8
47:47:678 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4875us
47:47:678 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:678 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:679 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:47:679 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:679 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:679 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 9
47:47:679 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:679 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:679 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:679 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:694 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca8, idle) +1603us
47:47:694 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:694 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:694 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:694 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:694 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:694 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:694 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 9
47:47:694 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8396us
47:47:694 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:694 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:694 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 10
47:47:694 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:694 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:694 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:694 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:710 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +8287us
47:47:710 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:710 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:710 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:711 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:711 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:711 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/memab.prx, 00000001, 00000000)
47:47:711 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +3us
47:47:711 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbec, idle) +100us
47:47:712 user_main    D[MODULE]: hle\scekernelmodule.cpp:708 Decrypting ~PSP file
47:47:712 user_main    I[HLE]: elf\prxdecrypter.cpp:300 Missing key 42, cannot decrypt module
47:47:712 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 292=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000001,00000001,position = 00000000)
47:47:712 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(292,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:712 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:712 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca0->08000000, file closed) +0us
47:47:712 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:712 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:712 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 10
47:47:712 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1508us
47:47:712 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:712 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:712 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:712 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:712 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:712 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 11
47:47:712 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:712 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:712 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:712 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:727 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca8, idle) +4970us
47:47:727 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:727 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:727 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:727 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:727 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:727 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:727 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 11
47:47:727 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5029us
47:47:727 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:727 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:727 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:727 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:727 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:727 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 12
47:47:728 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:728 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:728 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:728 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:744 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +1653us
47:47:744 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:744 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:744 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:744 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:744 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:744 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/videocodec.prx, 00000001, 00000000)
47:47:744 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +3us
47:47:744 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbec, idle) +100us
47:47:744 user_main    D[MODULE]: hle\scekernelmodule.cpp:708 Decrypting ~PSP file
47:47:745 user_main    I[HLE]: elf\prxdecrypter.cpp:300 Missing key 42, cannot decrypt module
47:47:745 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 294=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000001,00000001,position = 00000000)
47:47:745 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(294,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:745 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:745 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca0->08000000, file closed) +0us
47:47:745 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:745 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:745 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 12
47:47:745 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8142us
47:47:745 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:745 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:745 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 13
47:47:745 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:745 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:745 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:745 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:761 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca8, idle) +8336us
47:47:761 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:761 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:761 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:761 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:761 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:761 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:761 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 13
47:47:761 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1662us
47:47:761 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:761 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:761 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:761 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:761 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:761 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 14
47:47:762 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:762 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:762 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:762 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:777 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +5020us
47:47:777 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:777 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:777 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:777 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:777 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:777 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/mpeg.prx, 00000001, 00000000)
47:47:777 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +3us
47:47:777 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbec, idle) +100us
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:352 String section: 21
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:413 Relocatable module
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:419 2 segments:
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00000000 Filesz: 00007b1c Memsz: 00007b1c 
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08cdc400, size 00007b1c
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00007b20 Filesz: 00000084 Memsz: 00000270 
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08ce3f20, size 00000270
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 08ce4200 size 00007e00 taken=1 tag=ELF
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08ce4200 - 0bf80000 size 0329be00 taken=0 tag=(untitled)
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:47:779 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:450 23 sections:
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .text     Sitting at 08cdc400, size 00007590
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.text     Ignoring (size=00001460) (flags=00000000)
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sceStub.text     Sitting at 08ce3990, size 000000c0
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.top     Sitting at 08ce3a50, size 00000004
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent     Sitting at 08ce3a54, size 00000020
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.ent     Ignoring (size=00000018) (flags=00000000)
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.btm     Sitting at 08ce3a74, size 00000004
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.top     Sitting at 08ce3a78, size 00000004
47:47:779 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub     Sitting at 08ce3a7c, size 00000064
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.stub     Ignoring (size=00000078) (flags=00000000)
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.btm     Sitting at 08ce3ae0, size 00000004
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceModuleInfo     Sitting at 08ce3ae4, size 00000034
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceResident     Sitting at 08ce3b18, size 0000017c
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceResident     Ignoring (size=00000110) (flags=00000000)
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceNid     Sitting at 08ce3c94, size 00000060
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata     Sitting at 08ce3cf4, size 00000228
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .data     Sitting at 08ce3f20, size 00000084
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sbss     Sitting at 08ce3fb0, size 00000000
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .bss     Sitting at 08ce3fc0, size 000001d0
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .shstrtab     Ignoring (size=0000011a) (flags=00000000)
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .comment     Ignoring (size=000003a8) (flags=00000000)
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:471 Relocations:
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.text: Performing 652 relocations on .text : offset = 000080f8
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 652 relocations...
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.ent: Performing 3 relocations on .lib.ent : offset = 00009558
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 3 relocations...
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.stub: Performing 15 relocations on .lib.stub : offset = 00009570
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 15 relocations...
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 000095e8
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceResident: Performing 34 relocations on .rodata.sceResident : offset = 00009610
47:47:780 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 34 relocations...
47:47:780 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 296=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
47:47:780 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(296,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:780 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:780 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca0->08000000, file closed) +0us
47:47:780 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:780 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:781 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 14
47:47:781 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4775us
47:47:781 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:781 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:781 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:781 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:781 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:781 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 15
47:47:781 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:781 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:781 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:781 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:794 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca8, idle) +1703us
47:47:794 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:794 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:794 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:794 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:794 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:794 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:794 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 15
47:47:794 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8296us
47:47:794 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:794 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:794 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 16
47:47:794 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:794 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:794 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:794 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:811 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +8386us
47:47:811 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:811 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:811 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:811 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:811 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:811 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/pspnet_adhoc_auth.prx, 00000001, 00000000)
47:47:812 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +4us
47:47:812 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbec, idle) +100us
47:47:812 user_main    D[MODULE]: hle\scekernelmodule.cpp:708 Decrypting ~PSP file
47:47:812 user_main    I[HLE]: elf\prxdecrypter.cpp:300 Missing key 42, cannot decrypt module
47:47:812 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 298=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000001,00000001,position = 00000000)
47:47:812 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(298,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:812 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:812 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca0->08000000, file closed) +0us
47:47:812 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:812 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:812 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 16
47:47:812 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1408us
47:47:813 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:813 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:813 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:47:813 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:813 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:813 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 17
47:47:813 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:813 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:813 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:813 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:827 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca8, idle) +5070us
47:47:827 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:827 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:827 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:827 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:827 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:827 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:827 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 17
47:47:828 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4929us
47:47:828 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:828 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:828 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:828 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:828 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:828 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 18
47:47:828 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:828 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:828 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:828 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:844 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +1753us
47:47:844 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:844 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:844 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:844 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:844 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:844 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/pspnet.prx, 00000001, 00000000)
47:47:845 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +3us
47:47:845 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbec, idle) +100us
47:47:846 user_main    D[LOAD]: elf\elfreader.cpp:352 String section: 24
47:47:846 user_main    D[LOAD]: elf\elfreader.cpp:413 Relocatable module
47:47:846 user_main    D[LOAD]: elf\elfreader.cpp:419 2 segments:
47:47:846 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00000000 Filesz: 0000a08c Memsz: 0000a08c 
47:47:846 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08ce4200, size 0000a08c
47:47:846 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 0000a090 Filesz: 000000c0 Memsz: 00001ac0 
47:47:846 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08cee290, size 00001ac0
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 08ce4200 size 00007e00 taken=1 tag=ELF
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08ce4200 - 08cefe00 size 0000bc00 taken=1 tag=ELF
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cefe00 - 0bf80000 size 03290200 taken=0 tag=(untitled)
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:47:847 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:450 26 sections:
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .text     Sitting at 08ce4200, size 000092f4
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.text     Ignoring (size=000030a0) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sceStub.text     Sitting at 08ced4f4, size 00000150
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.top     Sitting at 08ced650, size 00000004
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent     Sitting at 08ced654, size 00000030
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.ent     Ignoring (size=00000028) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.btm     Sitting at 08ced684, size 00000004
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.top     Sitting at 08ced688, size 00000004
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub     Sitting at 08ced68c, size 0000003c
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.stub     Ignoring (size=00000048) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.btm     Sitting at 08ced6c8, size 00000004
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceModuleInfo     Sitting at 08ced6cc, size 00000034
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceResident     Sitting at 08ced700, size 000003b0
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceResident     Ignoring (size=00000358) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceNid     Sitting at 08cedab0, size 000000a8
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .eh_frame     Sitting at 08cedb58, size 00000060
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.eh_frame     Ignoring (size=00000010) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata     Sitting at 08cedbb8, size 000006d4
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata     Ignoring (size=00000988) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .data     Sitting at 08cee290, size 000000c0
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sbss     Sitting at 08cee350, size 00000000
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .bss     Sitting at 08cee350, size 00001a00
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .shstrtab     Ignoring (size=0000013e) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .comment     Ignoring (size=00000618) (flags=00000000)
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:471 Relocations:
47:47:847 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.text: Performing 1556 relocations on .text : offset = 0000a720
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 1556 relocations...
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.ent: Performing 5 relocations on .lib.ent : offset = 0000d7c0
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.stub: Performing 9 relocations on .lib.stub : offset = 0000d7e8
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 9 relocations...
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 0000d830
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceResident: Performing 107 relocations on .rodata.sceResident : offset = 0000d858
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 107 relocations...
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.eh_frame: Performing 2 relocations on .eh_frame : offset = 0000dbb0
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 2 relocations...
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata: Performing 305 relocations on .rodata : offset = 0000dbc0
47:47:848 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 305 relocations...
47:47:848 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 300=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
47:47:848 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(300,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:848 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:848 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca0->08000000, file closed) +0us
47:47:848 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:848 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:849 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 18
47:47:849 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8042us
47:47:849 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:849 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:849 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 19
47:47:849 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:849 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:849 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:849 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:861 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca8, idle) +8436us
47:47:861 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:861 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:861 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:861 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:861 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:861 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 19
47:47:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1563us
47:47:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:47:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:861 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 20
47:47:861 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:861 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:861 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:861 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:877 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbcc, idle) +5119us
47:47:877 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:877 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:877 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:877 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:877 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:877 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/pspnet_adhoc.prx, 00000001, 00000000)
47:47:877 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbec->08000000, file opened) +4us
47:47:877 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbec, idle) +100us
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:352 String section: 22
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:413 Relocatable module
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:419 2 segments:
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00000000 Filesz: 000073e4 Memsz: 000073e4 
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08cefe00, size 000073e4
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 000073f0 Filesz: 00000004 Memsz: 00000090 
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08cf71f0, size 00000090
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 08ce4200 size 00007e00 taken=1 tag=ELF
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08ce4200 - 08cefe00 size 0000bc00 taken=1 tag=ELF
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cefe00 - 08cf7300 size 00007500 taken=1 tag=ELF
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cf7300 - 0bf80000 size 03288d00 taken=0 tag=(untitled)
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:47:879 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:450 24 sections:
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .text     Sitting at 08cefe00, size 00006f44
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.text     Ignoring (size=00001e18) (flags=00000000)
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sceStub.text     Sitting at 08cf6d44, size 00000110
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.top     Sitting at 08cf6e60, size 00000004
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent     Sitting at 08cf6e64, size 00000030
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.ent     Ignoring (size=00000028) (flags=00000000)
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.btm     Sitting at 08cf6e94, size 00000004
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.top     Sitting at 08cf6e98, size 00000004
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub     Sitting at 08cf6e9c, size 00000064
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.stub     Ignoring (size=00000078) (flags=00000000)
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.btm     Sitting at 08cf6f00, size 00000004
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceModuleInfo     Sitting at 08cf6f04, size 00000034
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:47:879 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceResident     Sitting at 08cf6f38, size 0000017c
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceResident     Ignoring (size=00000100) (flags=00000000)
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceNid     Sitting at 08cf70b4, size 00000088
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata     Sitting at 08cf713c, size 000000a8
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata     Ignoring (size=00000120) (flags=00000000)
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .data     Sitting at 08cf71f0, size 00000004
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sbss     Sitting at 08cf7200, size 00000000
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .bss     Sitting at 08cf7200, size 00000080
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .shstrtab     Ignoring (size=00000126) (flags=00000000)
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .comment     Ignoring (size=00000270) (flags=00000000)
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:471 Relocations:
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.text: Performing 963 relocations on .text : offset = 0000795c
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 963 relocations...
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.ent: Performing 5 relocations on .lib.ent : offset = 00009774
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.stub: Performing 15 relocations on .lib.stub : offset = 0000979c
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 15 relocations...
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 00009814
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceResident: Performing 32 relocations on .rodata.sceResident : offset = 0000983c
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 32 relocations...
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata: Performing 36 relocations on .rodata : offset = 0000993c
47:47:880 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 36 relocations...
47:47:880 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 302=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
47:47:880 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(302,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:880 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:880 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca0->08000000, file closed) +0us
47:47:881 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:881 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:881 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 20
47:47:881 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4675us
47:47:881 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:881 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:881 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:881 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:881 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:881 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 21
47:47:881 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:881 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:881 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:881 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:894 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca8, idle) +1803us
47:47:894 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:894 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:894 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:894 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:894 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:894 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:894 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 21
47:47:894 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8196us
47:47:894 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:894 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:894 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 22
47:47:894 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:894 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:894 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:894 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:911 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbcc, idle) +8486us
47:47:911 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:911 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:911 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:911 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:911 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:911 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/pspnet_adhocctl.prx, 00000001, 00000000)
47:47:911 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbec->08000000, file opened) +4us
47:47:911 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbec, idle) +100us
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:352 String section: 21
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:413 Relocatable module
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:419 2 segments:
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00000000 Filesz: 00006810 Memsz: 00006810 
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08cf7300, size 00006810
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00006810 Filesz: 00000084 Memsz: 00001704 
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08cfdb10, size 00001704
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 08ce4200 size 00007e00 taken=1 tag=ELF
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08ce4200 - 08cefe00 size 0000bc00 taken=1 tag=ELF
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cefe00 - 08cf7300 size 00007500 taken=1 tag=ELF
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cf7300 - 08cff300 size 00008000 taken=1 tag=ELF
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cff300 - 0bf80000 size 03280d00 taken=0 tag=(untitled)
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:47:913 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:450 23 sections:
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .text     Sitting at 08cf7300, size 000061b8
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.text     Ignoring (size=00001a80) (flags=00000000)
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sceStub.text     Sitting at 08cfd4b8, size 000001b0
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.top     Sitting at 08cfd670, size 00000004
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent     Sitting at 08cfd674, size 00000030
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.ent     Ignoring (size=00000028) (flags=00000000)
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.btm     Sitting at 08cfd6a4, size 00000004
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.top     Sitting at 08cfd6a8, size 00000004
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub     Sitting at 08cfd6ac, size 000000a0
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.stub     Ignoring (size=000000c0) (flags=00000000)
47:47:913 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.btm     Sitting at 08cfd74c, size 00000004
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceModuleInfo     Sitting at 08cfd750, size 00000034
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceResident     Sitting at 08cfd784, size 0000018c
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceResident     Ignoring (size=000000d8) (flags=00000000)
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceNid     Sitting at 08cfd910, size 000000d8
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata     Sitting at 08cfd9e8, size 00000128
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .data     Sitting at 08cfdb10, size 00000084
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sbss     Sitting at 08cfdba0, size 00000000
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .bss     Sitting at 08cfdba0, size 00001674
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .shstrtab     Ignoring (size=0000011a) (flags=00000000)
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .comment     Ignoring (size=00000410) (flags=00000000)
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:471 Relocations:
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.text: Performing 848 relocations on .text : offset = 00006dc8
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 848 relocations...
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.ent: Performing 5 relocations on .lib.ent : offset = 00008848
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.stub: Performing 24 relocations on .lib.stub : offset = 00008870
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 24 relocations...
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 00008930
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceResident: Performing 27 relocations on .rodata.sceResident : offset = 00008958
47:47:914 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 27 relocations...
47:47:914 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 304=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
47:47:914 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(304,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:914 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:914 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca0->08000000, file closed) +0us
47:47:914 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fca0, idle) +100us
47:47:915 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:915 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 22
47:47:915 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1309us
47:47:915 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:915 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:915 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:915 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:915 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:915 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 23
47:47:915 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:915 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:915 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:915 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:927 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca8, idle) +5169us
47:47:927 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:927 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:927 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:927 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:927 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:927 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:927 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 23
47:47:927 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4830us
47:47:927 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:927 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:927 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:47:927 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:927 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:927 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 24
47:47:927 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:927 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:927 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:927 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:944 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbcc, idle) +1853us
47:47:944 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:944 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:944 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:944 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:944 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:944 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/pspnet_adhoc_matching.prx, 00000001, 00000000)
47:47:944 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbec->08000000, file opened) +4us
47:47:944 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbec, idle) +100us
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:352 String section: 22
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:413 Relocatable module
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:419 2 segments:
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00000000 Filesz: 000033e4 Memsz: 000033e4 
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08cff300, size 000033e4
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 000033f0 Filesz: 0000000c Memsz: 00000026 
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08d026f0, size 00000026
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 08ce4200 size 00007e00 taken=1 tag=ELF
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08ce4200 - 08cefe00 size 0000bc00 taken=1 tag=ELF
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cefe00 - 08cf7300 size 00007500 taken=1 tag=ELF
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cf7300 - 08cff300 size 00008000 taken=1 tag=ELF
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cff300 - 08d02800 size 00003500 taken=1 tag=ELF
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08d02800 - 0bf80000 size 0327d800 taken=0 tag=(untitled)
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:47:946 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:450 24 sections:
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .text     Sitting at 08cff300, size 00002fc4
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.text     Ignoring (size=00000ec8) (flags=00000000)
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sceStub.text     Sitting at 08d022c4, size 000000f0
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.top     Sitting at 08d023c0, size 00000004
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent     Sitting at 08d023c4, size 00000020
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.ent     Ignoring (size=00000018) (flags=00000000)
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.btm     Sitting at 08d023e4, size 00000004
47:47:946 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.top     Sitting at 08d023e8, size 00000004
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub     Sitting at 08d023ec, size 00000050
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.stub     Ignoring (size=00000060) (flags=00000000)
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.btm     Sitting at 08d0243c, size 00000004
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceModuleInfo     Sitting at 08d02440, size 00000034
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceResident     Sitting at 08d02474, size 000000d4
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceResident     Ignoring (size=00000078) (flags=00000000)
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceNid     Sitting at 08d02548, size 00000078
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata     Sitting at 08d025c0, size 00000124
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata     Ignoring (size=00000168) (flags=00000000)
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .data     Sitting at 08d026f0, size 0000000c
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sbss     Sitting at 08d02700, size 00000000
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .bss     Sitting at 08d02700, size 00000016
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .shstrtab     Ignoring (size=00000126) (flags=00000000)
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .comment     Ignoring (size=0000016c) (flags=00000000)
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:471 Relocations:
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.text: Performing 473 relocations on .text : offset = 00003964
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 473 relocations...
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.ent: Performing 3 relocations on .lib.ent : offset = 0000482c
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 3 relocations...
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.stub: Performing 12 relocations on .lib.stub : offset = 00004844
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 12 relocations...
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 000048a4
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceResident: Performing 15 relocations on .rodata.sceResident : offset = 000048cc
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 15 relocations...
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata: Performing 45 relocations on .rodata : offset = 00004944
47:47:947 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 45 relocations...
47:47:947 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 306=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
47:47:947 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(306,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:947 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca0->08000000, file closed) +0us
47:47:948 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca0, idle) +100us
47:47:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:948 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 24
47:47:948 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7942us
47:47:948 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:948 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:948 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 25
47:47:948 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:948 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:948 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:948 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:961 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca8, idle) +8536us
47:47:961 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:961 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:961 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:961 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:961 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:961 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fbcc->08000000, vblank start waited) +0us
47:47:961 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 25
47:47:961 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1463us
47:47:961 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:961 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:961 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:47:961 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:961 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:47:961 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 26
47:47:962 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:962 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:962 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:962 idle1        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:977 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fbcc, idle) +5219us
47:47:977 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:977 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:977 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:977 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:977 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:977 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/module/libfont.prx, 00000001, 00000000)
47:47:977 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fbec->08000000, file opened) +3us
47:47:977 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fbec, idle) +100us
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:352 String section: 23
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:413 Relocatable module
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:419 2 segments:
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 00000000 Filesz: 000081ac Memsz: 000081ac 
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08d02800, size 000081ac
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:427 Type: 00000001 Vaddr: 000081b0 Filesz: 00000178 Memsz: 00000234 
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:445 Loadable Segment Copied to 08d0a9b0, size 00000234
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 08ce4200 size 00007e00 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08ce4200 - 08cefe00 size 0000bc00 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cefe00 - 08cf7300 size 00007500 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cf7300 - 08cff300 size 00008000 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cff300 - 08d02800 size 00003500 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08d02800 - 08d0ac00 size 00008400 taken=1 tag=ELF
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08d0ac00 - 0bf80000 size 03275400 taken=0 tag=(untitled)
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:47:979 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:450 25 sections:
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: (null)     Ignoring (size=00000000) (flags=00000000)
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .text     Sitting at 08d02800, size 00007afc
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.text     Ignoring (size=00001558) (flags=00000000)
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sceStub.text     Sitting at 08d0a2fc, size 00000058
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.top     Sitting at 08d0a360, size 00000004
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent     Sitting at 08d0a364, size 00000020
47:47:979 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.ent     Ignoring (size=00000018) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.ent.btm     Sitting at 08d0a384, size 00000004
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.top     Sitting at 08d0a388, size 00000004
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub     Sitting at 08d0a38c, size 00000028
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.lib.stub     Ignoring (size=00000030) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .lib.stub.btm     Sitting at 08d0a3b4, size 00000004
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceModuleInfo     Sitting at 08d0a3b8, size 00000034
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceModuleInfo     Ignoring (size=00000028) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceResident     Sitting at 08d0a3ec, size 00000120
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata.sceResident     Ignoring (size=000000f0) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata.sceNid     Sitting at 08d0a50c, size 0000002c
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .rodata     Sitting at 08d0a538, size 00000474
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.rodata     Ignoring (size=000005a8) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .data     Sitting at 08d0a9b0, size 00000178
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .rel.data     Ignoring (size=000000f0) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .sbss     Sitting at 08d0ab30, size 00000000
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:463 Data Section found: .bss     Sitting at 08d0ab30, size 000000b4
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .shstrtab     Ignoring (size=00000130) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:467 NonData Section found: .comment     Ignoring (size=000002a4) (flags=00000000)
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:471 Relocations:
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.text: Performing 683 relocations on .text : offset = 000088c0
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 683 relocations...
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.ent: Performing 3 relocations on .lib.ent : offset = 00009e18
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 3 relocations...
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.lib.stub: Performing 6 relocations on .lib.stub : offset = 00009e30
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 6 relocations...
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceModuleInfo: Performing 5 relocations on .rodata.sceModuleInfo : offset = 00009e60
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 5 relocations...
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata.sceResident: Performing 30 relocations on .rodata.sceResident : offset = 00009e88
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 30 relocations...
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.rodata: Performing 181 relocations on .rodata : offset = 00009f78
47:47:980 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 181 relocations...
47:47:981 user_main    D[LOAD]: elf\elfreader.cpp:495 .rel.data: Performing 30 relocations on .data : offset = 0000a520
47:47:981 user_main    D[LOAD]: elf\elfreader.cpp:57 Loading 30 relocations...
47:47:981 user_main    I[MODULE]: hle\scekernelmodule.cpp:1797 308=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
47:47:981 user_main    I[MODULE]: hle\scekernelmodule.cpp:1491 sceKernelStartModule(308,asize=00000000,aptr=00000000,retptr=08be8854,00000000): faked (undecryptable module)
47:47:981 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:47:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca0->08000000, file closed) +0us
47:47:981 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca0, idle) +100us
47:47:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fca8->08000000, vblank start waited) +0us
47:47:981 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 26
47:47:981 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4576us
47:47:981 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:981 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:981 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:47:981 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:47:981 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:47:981 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 27
47:47:981 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:981 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:981 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 00000000
47:47:981 idle0        D[SCEGE]: gles\framebuffer.cpp:941 Found no FBO to display! displayFBPtr = 00000000
47:47:994 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fca8, idle) +1902us
47:47:994 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:47:994 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:47:994 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:47:994 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:47:994 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:47:994 user_main    D[SCEGE]: hle\scege.cpp:431 sceGeSetCallback(struct=0bfbfa40)
47:47:994 user_main    D[INTC]: hle\scekernelinterrupt.cpp:470 sceKernelRegisterSubIntrHandler(25, 1, 08a51d48, 08cb4b74)
47:47:994 user_main    D[INTC]: hle\scekernelinterrupt.cpp:498 sceKernelEnableSubIntr(25, 1)
47:47:994 user_main    D[INTC]: hle\scekernelinterrupt.cpp:470 sceKernelRegisterSubIntrHandler(25, 0, 08a51ccc, 08cb4b74)
47:47:994 user_main    D[INTC]: hle\scekernelinterrupt.cpp:498 sceKernelEnableSubIntr(25, 0)
47:47:995 user_main    D[SCEGE]: hle\scege.cpp:315 04000000 = sceGeEdramGetAddr
47:47:995 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=08a6a62c, stall=00000000, cbid=00000000, param=00000000)
47:47:995 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08a6a62c - stall = 00000000
47:47:995 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:47:996 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52134->08000000, interrupt) +2us
47:47:996 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:47:996 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52134, left interrupt) +0us
47:47:997 user_main    D[KERNEL]: hle\scekerneleventflag.cpp:250 309=sceKernelCreateEventFlag("SceGuSignal", 00000200, 00000003, 00000000)
47:47:997 user_main    D[SCEGE]: hle\scege.cpp:388 sceGeListSync(dlid=35000000, mode=00000000)
47:47:998 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=480,pixelsize=1,sync=1)
47:47:998 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:47:998 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:47:998 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:48:003 user_main    D[DISP]: hle\scedisplay.cpp:616 sceDisplaySetMode(0, 480, 272)
47:48:003 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=1)
47:48:010 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbeff4)
47:48:011 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbeff4
47:48:011 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:011 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +13us
47:48:011 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:012 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:012 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811f50->08000000, vblank start waited) +0us
47:48:012 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 27
47:48:012 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8079us
47:48:012 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:012 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:012 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 28
47:48:012 idle1        D[DISP]: hle\scedisplay.cpp:538 Setting latched framebuffer 04044000 (prev: 04000000)
47:48:012 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:012 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:012 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:014 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811f50, idle) +8586us
47:48:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:015 user_main    D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 28
47:48:021 user_main    D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 29
47:48:021 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a5a3f0->08000000, interrupt) +16683us
47:48:021 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:021 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:021 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:043 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 29
47:48:043 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a5a3f0, idle) +731us
47:48:043 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:043 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:043 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:043 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:043 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:046 user_main    E[IO]: hle\sceio.cpp:1598 UNIMPL sceIoChangeAsyncPriority(-1, 16)
47:48:057 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\jpn0.pgf: 4367080
47:48:057 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/jpn0.pgf (4367080 bytes)
47:48:057 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\jpn0.pgf
47:48:070 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\jpn0.pgf: 4367080
47:48:138 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:219 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/jpn0.pgf
47:48:221 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn0.pgf: 67660
47:48:221 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn0.pgf (67660 bytes)
47:48:221 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn0.pgf
47:48:235 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn0.pgf: 67660
47:48:236 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:239 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn0.pgf
47:48:240 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn1.pgf: 63504
47:48:240 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn1.pgf (63504 bytes)
47:48:240 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn1.pgf
47:48:254 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn1.pgf: 63504
47:48:255 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:258 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn1.pgf
47:48:258 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn2.pgf: 76692
47:48:258 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn2.pgf (76692 bytes)
47:48:258 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn2.pgf
47:48:269 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn2.pgf: 76692
47:48:269 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:273 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn2.pgf
47:48:273 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn3.pgf: 71900
47:48:273 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn3.pgf (71900 bytes)
47:48:273 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn3.pgf
47:48:284 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn3.pgf: 71900
47:48:285 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:288 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn3.pgf
47:48:288 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn4.pgf: 78920
47:48:288 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn4.pgf (78920 bytes)
47:48:289 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn4.pgf
47:48:301 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn4.pgf: 78920
47:48:302 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:305 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn4.pgf
47:48:306 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn5.pgf: 76216
47:48:306 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn5.pgf (76216 bytes)
47:48:306 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn5.pgf
47:48:317 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn5.pgf: 76216
47:48:317 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:320 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn5.pgf
47:48:321 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn6.pgf: 88716
47:48:321 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn6.pgf (88716 bytes)
47:48:321 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn6.pgf
47:48:328 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn6.pgf: 88716
47:48:328 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:331 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn6.pgf
47:48:332 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn7.pgf: 84860
47:48:332 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn7.pgf (84860 bytes)
47:48:332 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn7.pgf
47:48:342 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn7.pgf: 84860
47:48:343 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:346 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn7.pgf
47:48:346 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn8.pgf: 51432
47:48:346 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn8.pgf (51432 bytes)
47:48:346 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn8.pgf
47:48:357 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn8.pgf: 51432
47:48:357 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:361 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn8.pgf
47:48:361 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn9.pgf: 50116
47:48:361 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn9.pgf (50116 bytes)
47:48:361 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn9.pgf
47:48:377 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn9.pgf: 50116
47:48:377 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:380 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn9.pgf
47:48:381 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn10.pgf: 55788
47:48:381 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn10.pgf (55788 bytes)
47:48:381 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn10.pgf
47:48:395 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn10.pgf: 55788
47:48:395 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:399 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn10.pgf
47:48:399 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn11.pgf: 54572
47:48:399 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn11.pgf (54572 bytes)
47:48:399 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn11.pgf
47:48:409 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn11.pgf: 54572
47:48:409 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:412 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn11.pgf
47:48:413 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn12.pgf: 58352
47:48:413 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn12.pgf (58352 bytes)
47:48:413 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn12.pgf
47:48:423 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn12.pgf: 58352
47:48:424 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:427 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn12.pgf
47:48:428 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn13.pgf: 57660
47:48:428 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn13.pgf (57660 bytes)
47:48:428 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn13.pgf
47:48:431 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn13.pgf: 57660
47:48:432 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:435 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn13.pgf
47:48:435 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn14.pgf: 63388
47:48:435 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn14.pgf (63388 bytes)
47:48:435 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn14.pgf
47:48:445 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn14.pgf: 63388
47:48:445 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:448 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn14.pgf
47:48:449 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn15.pgf: 62364
47:48:449 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/ltn15.pgf (62364 bytes)
47:48:449 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\ltn15.pgf
47:48:455 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\ltn15.pgf: 62364
47:48:456 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:459 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/ltn15.pgf
47:48:459 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\kr0.pgf: 883164
47:48:459 user_main    I[FONT]: hle\scefont.cpp:517 Loading font flash0:/font/kr0.pgf (883164 bytes)
47:48:459 user_main    D[FileSys]: filesystems\directoryfilesystem.cpp:166 Actually opening E:\project\testing\300\ppsspp\flash0/font\kr0.pgf
47:48:480 user_main    D[COMMON]: common\fileutil.cpp:463 GetSize: E:\project\testing\300\ppsspp\flash0/font\kr0.pgf: 883164
47:48:485 user_main    I[FONT]: font\pgf.cpp:180 Reading 392 bytes of PGF header
47:48:522 user_main    D[FONT]: hle\scefont.cpp:526 Loaded font flash0:/font/kr0.pgf
47:48:523 user_main    I[FONT]: hle\scefont.cpp:616 sceFontNewLib(08a647f0, 0bfbfa40)
47:48:523 user_main    D[KERNEL]: hle\scekernelthread.cpp:3386 Executing mipscall 1
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:381 -----------
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08800000 - 08803f00 size 00003f00 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08803f00 - 08804000 size 00000100 taken=0 tag=(untitled)
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08804000 - 08cdc400 size 004d8400 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cdc400 - 08ce4200 size 00007e00 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08ce4200 - 08cefe00 size 0000bc00 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cefe00 - 08cf7300 size 00007500 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cf7300 - 08cff300 size 00008000 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08cff300 - 08d02800 size 00003500 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08d02800 - 08d0ac00 size 00008400 taken=1 tag=ELF
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08d0ac00 - 08d4ac00 size 00040000 taken=1 tag=block
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 08d4ac00 - 0bf80000 size 03235400 taken=0 tag=(untitled)
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bf80000 - 0bfc0000 size 00040000 taken=1 tag=stack/user_main
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfc0000 - 0bffe800 size 0003e800 taken=0 tag=(untitled)
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bffe800 - 0bfff000 size 00000800 taken=1 tag=stack/DVDUMD_INOUT
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:385 Block: 0bfff000 - 0c000000 size 00001000 taken=1 tag=stack/CheckExitGame
47:48:526 user_main    I[HLE]: util\blockallocator.cpp:387 -----------
47:48:526 user_main    D[KERNEL]: hle\scekernelmemory.cpp:800 310 = sceKernelAllocPartitionMemory(partition = 2, block, type= 0, size= 262144, addr= 00000000)
47:48:526 user_main    D[KERNEL]: hle\scekernelmemory.cpp:818 08d0ac00 = sceKernelGetBlockHeadAddr(310)
47:48:528 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> CheckExitGame (276->277, pc: 08a5a4b0->088127c0, interrupts resumed) +6935us
47:48:528 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:528 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> user_main (277->276, pc: 088127c0->08a5a4b0, thread delayed) +0us
47:48:529 user_main    D[KERNEL]: hle\scekernelthread.cpp:3433 __KernelReturnFromMipsCall(), returned 08d0ac14
47:48:529 user_main    I[FONT]: hle\scefont.cpp:456 Entering PostAllocCallback::run
47:48:529 user_main    I[FONT]: hle\scefont.cpp:462 Leaving PostAllocCallback::run
47:48:529 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08816e90->08000000, return from callback) +0us
47:48:529 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08816e90, idle) +414us
47:48:529 user_main    I[FONT]: hle\scefont.cpp:935 sceFontGetNumFontList(08d0ac14, 0bfbfa40)
47:48:530 user_main    I[FONT]: hle\scefont.cpp:923 sceFontGetFontList(08d0ac14, 08b325c8, 18)
47:48:530 user_main    I[FONT]: hle\scefont.cpp:743 sceFontFindOptimumFont(08d0ac14, 0bfbf990, 0bfbfa40)
47:48:530 user_main    I[FONT]: hle\scefont.cpp:649 sceFontOpen(8d0ac14, 0, 0, bfbfa40)
47:48:530 user_main    D[FONT]: hle\scefont.cpp:802 sceFontGetFontInfo(8d0ac18, 8b33978)
47:48:532 user_main    D[AUDIO]: hle\sceaudio.cpp:218 sceAudioChReserve(00000007, 000001c0, 00000000)
47:48:532 user_main    D[AUDIO]: hle\sceaudio.cpp:218 sceAudioChReserve(00000006, 00000100, 00000000)
47:48:532 user_main    D[AUDIO]: hle\sceaudio.cpp:218 sceAudioChReserve(00000005, 00000100, 00000000)
47:48:532 user_main    D[AUDIO]: hle\sceaudio.cpp:218 sceAudioChReserve(00000004, 00000100, 00000000)
47:48:533 user_main    I[SCESAS]: hle\scesas.cpp:99 sceSasInit(08cbe040, 256, 32, 0, 44100)
47:48:533 user_main    D[AUDIO]: hle\sceaudio.cpp:254 sceAudioSetChannelDataLen(00000006, 00000400)
47:48:534 user_main    D[AUDIO]: hle\sceaudio.cpp:254 sceAudioSetChannelDataLen(00000005, 00000400)
47:48:534 user_main    D[AUDIO]: hle\sceaudio.cpp:254 sceAudioSetChannelDataLen(00000004, 00000800)
47:48:535 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa10->08000000, vblank start waited) +122us
47:48:535 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 30
47:48:535 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:535 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:536 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:538 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa10, idle) +8479us
47:48:538 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:538 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:538 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:538 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:538 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:538 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/snd/se/snd_comm.hd, 00000001, 00000000)
47:48:538 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa30->08000000, file opened) +3us
47:48:538 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa30, idle) +100us
47:48:539 user_main    D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/snd/se/snd_comm.hd, 0bfbf990) : sector = 000510e0
47:48:539 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa6c->08000000, io getstat) +0us
47:48:539 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 30
47:48:539 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +879us
47:48:539 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:539 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:539 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa6c, idle) +120us
47:48:540 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:540 user_main    D[IO]: hle\sceio.cpp:1744 311 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:540 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fac0->08000000, io waited) +0us
47:48:554 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fac0, idle) +2047us
47:48:556 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:556 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fb04->08000000, file closed) +22us
47:48:556 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fb04, idle) +100us
47:48:556 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:556 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7708us
47:48:556 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:556 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:556 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 31
47:48:556 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:556 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:556 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:558 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fb0c, idle) +5699us
47:48:558 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:558 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:558 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:558 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:558 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:559 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa10->08000000, vblank start waited) +0us
47:48:559 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 31
47:48:559 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4299us
47:48:559 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:559 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:559 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:48:559 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:560 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:560 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 32
47:48:560 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:560 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:560 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:562 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa10, idle) +2383us
47:48:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:562 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:562 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/snd/se/snd_comm.bd, 00000001, 00000000)
47:48:562 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa30->08000000, file opened) +3us
47:48:562 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa30, idle) +100us
47:48:562 user_main    D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/snd/se/snd_comm.bd, 0bfbf990) : sector = 00050ef0
47:48:562 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa6c->08000000, io getstat) +0us
47:48:563 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 32
47:48:563 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa6c, idle) +1000us
47:48:563 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:563 user_main    D[IO]: hle\sceio.cpp:1744 312 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:563 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fac0->08000000, io waited) +0us
47:48:571 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fac0, idle) +2047us
47:48:572 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:572 user_main    D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:572 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fac0->08000000, io waited) +692us
47:48:577 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fac0, idle) +2047us
47:48:577 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:577 user_main    D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:577 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fac0->08000000, io waited) +692us
47:48:577 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1032us
47:48:577 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:577 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:583 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fac0, idle) +1015us
47:48:583 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:583 user_main    D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:583 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fac0->08000000, io waited) +692us
47:48:588 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fac0, idle) +2047us
47:48:588 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:588 user_main    D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:588 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fac0->08000000, io waited) +692us
47:48:592 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fac0, idle) +2047us
47:48:592 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:592 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fb04->08000000, file closed) +522us
47:48:592 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fb04, idle) +100us
47:48:592 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:592 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 33
47:48:592 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:592 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:592 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:594 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fb0c, idle) +1948us
47:48:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:594 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:594 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa10->08000000, vblank start waited) +0us
47:48:594 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 33
47:48:595 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +932us
47:48:595 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:595 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:595 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:48:595 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:595 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:595 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 34
47:48:595 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:595 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:595 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:597 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa10, idle) +5749us
47:48:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:598 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/snd/se/snd_comm.bin, 00000001, 00000000)
47:48:598 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa30->08000000, file opened) +3us
47:48:598 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa30, idle) +100us
47:48:598 user_main    D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/snd/se/snd_comm.bin, 0bfbf9a0) : sector = 000510d0
47:48:598 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa6c->08000000, io getstat) +0us
47:48:598 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 34
47:48:598 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa6c, idle) +1000us
47:48:598 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:598 user_main    D[IO]: hle\sceio.cpp:1744 313 = sceIoWaitAsync(4, 0bfbfa00): waiting
47:48:598 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fac0->08000000, io waited) +0us
47:48:599 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fac0, idle) +2047us
47:48:599 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fb04->08000000, file closed) +7us
47:48:599 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fb04, idle) +100us
47:48:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:599 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +990us
47:48:599 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:599 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:48:599 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:599 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 35
47:48:599 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:599 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:599 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:601 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fb0c, idle) +2433us
47:48:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:602 user_main    I[KERNEL]: hle\scekernelthread.cpp:2121 314=sceKernelCreateThread(name=sas thread, entry=0881385c, prio=10, stacksize=2048)
47:48:602 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08812e74->08000000, thread created) +144us
47:48:602 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 35
47:48:602 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08812e74, idle) +586us
47:48:603 user_main    I[KERNEL]: hle\scekernelthread.cpp:2172 sceKernelStartThread(thread=314, argSize=0, argPtr=00000000)
47:48:603 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> sas thread (276->314, pc: 08812e90->0881385c, thread started) +0us
47:48:603 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:603 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> user_main (314->276, pc: 08a57c8c->08812e90, sas core) +0us
47:48:604 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa10->08000000, vblank start waited) +0us
47:48:604 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +239us
47:48:604 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:604 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:604 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:604 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:604 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:604 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:604 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:604 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:604 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:605 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:605 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:606 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:606 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:606 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:606 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:606 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:606 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:606 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:606 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:606 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:606 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:606 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:606 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:606 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:606 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4913us
47:48:606 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:606 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:606 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 36
47:48:606 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:606 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:606 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:608 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fa10, idle) +9116us
47:48:608 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:608 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:609 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:609 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:609 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:609 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/english/mess00.bin, 00000001, 00000000)
47:48:609 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fa30->08000000, file opened) +3us
47:48:609 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fa30, idle) +100us
47:48:609 user_main    D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/english/mess00.bin, 0bfbf9b0) : sector = 000513b0
47:48:609 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fa6c->08000000, io getstat) +0us
47:48:609 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 36
47:48:609 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +779us
47:48:609 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:609 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:609 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fa6c, idle) +220us
47:48:609 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:609 user_main    D[IO]: hle\sceio.cpp:1744 315 = sceIoWaitAsync(4, 0bfbfa10): waiting
47:48:609 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fac0->08000000, io waited) +0us
47:48:610 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fac0, idle) +2047us
47:48:611 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:611 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fb04->08000000, file closed) +79us
47:48:611 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fb04, idle) +100us
47:48:611 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:611 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4046us
47:48:611 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:611 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:611 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:611 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:611 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:611 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:611 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:611 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:611 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:611 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:611 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:611 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:611 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:611 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:48:611 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2544us
47:48:611 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:612 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:612 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 37
47:48:612 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:612 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:612 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:614 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fb0c, idle) +5799us
47:48:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:614 user_main    D[SCEGE]: hle\scege.cpp:315 04000000 = sceGeEdramGetAddr
47:48:615 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 088211a8->08000000, vblank start waited) +1us
47:48:616 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 37
47:48:616 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4198us
47:48:616 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9710us
47:48:616 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:616 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:616 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:616 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:616 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +49us
47:48:616 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:616 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +190us
47:48:616 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:616 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:616 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:616 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:616 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:616 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:48:616 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 38
47:48:616 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:616 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:616 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:618 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->088211a8, idle) +1811us
47:48:618 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:619 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:619 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:619 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:619 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:619 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/psp/common/common.pac, 00000001, 00000000)
47:48:619 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 088211cc->08000000, file opened) +3us
47:48:619 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->088211cc, idle) +100us
47:48:619 user_main    D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/psp/common/common.pac, 0bfbf910) : sector = 00028650
47:48:619 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 088211ec->08000000, io getstat) +0us
47:48:620 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 38
47:48:620 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->088211ec, idle) +1000us
47:48:620 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 4000): deferring result
47:48:620 user_main    D[IO]: hle\sceio.cpp:1744 316 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:620 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08821278->08000000, io waited) +0us
47:48:627 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08821278, idle) +162us
47:48:627 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 20850): deferring result
47:48:627 user_main    D[IO]: hle\sceio.cpp:1744 16384 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:627 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08821278->08000000, io waited) +55us
47:48:631 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08821278, idle) +1331us
47:48:631 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 40c0): deferring result
47:48:631 user_main    D[IO]: hle\sceio.cpp:1744 133200 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:631 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08821278->08000000, io waited) +450us
47:48:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08821278, idle) +164us
47:48:632 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 1430): deferring result
47:48:632 user_main    D[IO]: hle\sceio.cpp:1744 16576 = sceIoWaitAsync(4, 0bfbf9f0): waiting
47:48:632 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08821278->08000000, io waited) +56us
47:48:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08821278, idle) +99us
47:48:632 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:632 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 088212d0->08000000, file closed) +17us
47:48:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->088212d0, idle) +100us
47:48:632 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 088212d8->08000000, vblank start waited) +0us
47:48:633 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3973us
47:48:633 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:633 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 39
47:48:633 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:633 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:633 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:635 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->088212d8, idle) +9166us
47:48:635 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:635 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:635 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:635 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:635 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:636 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa10->08000000, vblank start waited) +0us
47:48:636 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 39
47:48:636 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +833us
47:48:636 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2926us
47:48:636 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:636 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:636 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:637 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:637 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:637 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:637 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:637 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:48:637 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6112us
47:48:637 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:637 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:637 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 40
47:48:637 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:637 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:637 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:639 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa10, idle) +5849us
47:48:639 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:639 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:639 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:639 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:639 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:640 user_main    D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/psp/common/ICON0.PNG, 00000001, 00000000)
47:48:640 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa30->08000000, file opened) +3us
47:48:640 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa30, idle) +100us
47:48:640 user_main    D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/psp/common/ICON0.PNG, 0bfbf9b0) : sector = 000286c0
47:48:640 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fa6c->08000000, io getstat) +0us
47:48:640 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 40
47:48:640 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fa6c, idle) +1000us
47:48:640 user_main    D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:640 user_main    D[IO]: hle\sceio.cpp:1744 317 = sceIoWaitAsync(4, 0bfbfa10): waiting
47:48:640 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 0881fac0->08000000, io waited) +0us
47:48:641 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fac0, idle) +2047us
47:48:641 user_main    D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:641 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fb04->08000000, file closed) +91us
47:48:641 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->0881fb04, idle) +100us
47:48:641 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:641 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +806us
47:48:641 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:641 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:641 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6142us
47:48:641 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:642 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:642 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:642 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:642 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:642 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:642 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:642 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:642 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:642 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:642 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:642 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:642 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:642 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:48:642 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2896us
47:48:642 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:642 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:642 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 41
47:48:642 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:642 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:642 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:644 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->0881fb0c, idle) +2532us
47:48:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:644 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:657 user_main    D[KERNEL]: hle\scekernelsemaphore.cpp:229 318=sceKernelCreateSema(Task Sema, 00000000, 0, 1, 00000000)
47:48:659 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:663 user_main    I[KERNEL]: hle\scekernelthread.cpp:2121 319=sceKernelCreateThread(name=Task Level0, entry=0881f444, prio=32, stacksize=12288)
47:48:664 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 088128ac->08000000, thread created) +405us
47:48:664 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 41
47:48:664 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->088128ac, idle) +325us
47:48:664 user_main    I[KERNEL]: hle\scekernelthread.cpp:2172 sceKernelStartThread(thread=319, argSize=0, argPtr=00000000)
47:48:664 user_main    D[KERNEL]: hle\scekernelsemaphore.cpp:398 0=sceKernelWaitSema(318, 1, 0)
47:48:664 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> Task Level0 (276->319, pc: 088128d4->0881f444, sema waited) +0us
47:48:665 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle0 (319->272, pc: 0881fa10->08000000, vblank start waited) +218us
47:48:665 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6516us
47:48:665 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:665 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:666 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 42
47:48:666 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:666 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:666 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:668 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa10, idle) +9216us
47:48:668 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:668 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:668 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:668 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:668 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:668 Task Level0  D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/dm/efct.bin, 00000001, 00000000)
47:48:668 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fa30->08000000, file opened) +3us
47:48:668 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa30, idle) +100us
47:48:669 Task Level0  D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/dm/efct.bin, 0bffdde0) : sector = 000246e0
47:48:669 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fa6c->08000000, io getstat) +0us
47:48:669 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +38us
47:48:669 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:669 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:669 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:669 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:669 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:669 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:669 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:669 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:669 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 42
47:48:669 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +161us
47:48:669 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:669 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +78us
47:48:669 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:669 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:669 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:669 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fa6c, idle) +0us
47:48:669 Task Level0  D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:669 Task Level0  D[IO]: hle\sceio.cpp:1744 320 = sceIoWaitAsync(4, 0bffde40): waiting
47:48:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle0 (319->272, pc: 0881fac0->08000000, io waited) +0us
47:48:682 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fac0, idle) +2047us
47:48:682 Task Level0  D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:682 Task Level0  D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bffde40): waiting
47:48:682 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fac0->08000000, io waited) +692us
47:48:688 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fac0, idle) +2047us
47:48:688 Task Level0  D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:688 Task Level0  D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bffde40): waiting
47:48:688 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle0 (319->272, pc: 0881fac0->08000000, io waited) +692us
47:48:693 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fac0, idle) +2047us
47:48:693 Task Level0  D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:693 Task Level0  D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bffde40): waiting
47:48:693 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fac0->08000000, io waited) +692us
47:48:693 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1460us
47:48:693 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:694 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:695 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fac0, idle) +587us
47:48:695 Task Level0  D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:695 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle0 (319->272, pc: 0881fb04->08000000, file closed) +205us
47:48:695 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fb04, idle) +100us
47:48:695 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle0 (319->272, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:695 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 43
47:48:695 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:695 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:695 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:697 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fb0c, idle) +5005us
47:48:697 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:697 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:697 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:697 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:697 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:697 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fa10->08000000, vblank start waited) +0us
47:48:697 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 43
47:48:698 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4100us
47:48:698 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:698 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:698 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2574us
47:48:698 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:698 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:698 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:698 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:698 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:698 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:698 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:698 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:698 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:698 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6464us
47:48:698 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:698 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 44
47:48:698 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:698 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:698 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:700 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa10, idle) +2582us
47:48:701 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:701 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:701 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:701 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:701 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:701 Task Level0  D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/english/cock.bin, 00000001, 00000000)
47:48:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fa30->08000000, file opened) +3us
47:48:701 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa30, idle) +100us
47:48:701 Task Level0  D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/english/cock.bin, 0bffdde0) : sector = 00051160
47:48:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fa6c->08000000, io getstat) +0us
47:48:701 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 44
47:48:701 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa6c, idle) +1000us
47:48:701 Task Level0  D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:702 Task Level0  D[IO]: hle\sceio.cpp:1744 321 = sceIoWaitAsync(4, 0bffde40): waiting
47:48:702 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fac0->08000000, io waited) +0us
47:48:711 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fac0, idle) +2047us
47:48:711 Task Level0  D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:711 Task Level0  D[IO]: hle\sceio.cpp:1744 204800 = sceIoWaitAsync(4, 0bffde40): waiting
47:48:711 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fac0->08000000, io waited) +692us
47:48:718 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fac0, idle) +2047us
47:48:719 Task Level0  D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fb04->08000000, file closed) +526us
47:48:719 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fb04, idle) +100us
47:48:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:719 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +898us
47:48:719 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5790us
47:48:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:719 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:48:719 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 45
47:48:719 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:719 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:720 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:722 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fb0c, idle) +2514us
47:48:722 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:722 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:722 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:722 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:722 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:722 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle0 (319->272, pc: 0881fa10->08000000, vblank start waited) +0us
47:48:722 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 45
47:48:722 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +733us
47:48:722 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:722 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:722 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:48:722 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:722 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:722 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 46
47:48:722 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:722 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:723 idle1        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:725 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa10, idle) +5949us
47:48:725 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:725 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:725 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:725 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:725 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:725 Task Level0  D[IO]: hle\sceio.cpp:1180 4=sceIoOpen(disc0:/PSP_GAME/USRDIR/dm/efct_tbl.bin, 00000001, 00000000)
47:48:725 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fa30->08000000, file opened) +3us
47:48:725 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa30, idle) +100us
47:48:726 Task Level0  D[IO]: hle\sceio.cpp:650 sceIoGetstat(disc0:/PSP_GAME/USRDIR/dm/efct_tbl.bin, 0bffdde0) : sector = 00024830
47:48:726 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fa6c->08000000, io getstat) +0us
47:48:726 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 46
47:48:726 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> Task Level0 (273->319, pc: 08000000->0881fa6c, idle) +1000us
47:48:726 Task Level0  D[IO]: hle\sceio.cpp:821 sceIoReadAsync(4, 08be8900, 32000): deferring result
47:48:726 Task Level0  D[IO]: hle\sceio.cpp:1744 322 = sceIoWaitAsync(4, 0bffde40): waiting
47:48:726 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle1 (319->273, pc: 0881fac0->08000000, io waited) +0us
47:48:726 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1952us
47:48:726 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:726 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:727 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fac0, idle) +94us
47:48:728 Task Level0  D[IO]: hle\sceio.cpp:1188 sceIoClose(4)
47:48:728 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> sas thread (319->314, pc: 0881fb04->08a57c8c, file closed) +166us
47:48:728 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:728 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:728 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fb04, idle) +99us
47:48:728 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> idle0 (319->272, pc: 0881fb0c->08000000, vblank start waited) +0us
47:48:728 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +140us
47:48:728 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:728 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:728 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:728 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:728 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:728 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:728 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:728 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:728 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +12us
47:48:728 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:728 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:728 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:48:728 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:728 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:728 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 47
47:48:728 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:728 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:728 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:730 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> Task Level0 (272->319, pc: 08000000->0881fb0c, idle) +2632us
47:48:731 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:731 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:731 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:731 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:731 Task Level0  D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:737 Task Level0  D[KERNEL]: hle\scekernelsemaphore.cpp:303 sceKernelSignalSema(318, 1) (count: 0 -> 1)
47:48:737 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> user_main (319->276, pc: 08812bb0->088128d4, semaphore signaled) +118us
47:48:738 user_main    I[KERNEL]: hle\scekernelthread.cpp:2121 323=sceKernelCreateThread(name=Task Level4, entry=088179ec, prio=36, stacksize=8192)
47:48:738 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> Task Level0 (276->319, pc: 088128ac->08812bb0, thread created) +144us
47:48:738 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> user_main (319->276, pc: 08812bb8->088128ac, thread slept) +0us
47:48:738 user_main    I[KERNEL]: hle\scekernelthread.cpp:2172 sceKernelStartThread(thread=323, argSize=0, argPtr=00000000)
47:48:738 user_main    D[KERNEL]: hle\scekernelsemaphore.cpp:398 0=sceKernelWaitSema(318, 1, 0)
47:48:738 Task Level4  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> Task Level4 (276->323, pc: 088128d4->088179ec, sema waited) +0us
47:48:738 Task Level4  D[KERNEL]: hle\scekernelsemaphore.cpp:303 sceKernelSignalSema(318, 1) (count: 0 -> 1)
47:48:738 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level4 -> user_main (323->276, pc: 08812bb0->088128d4, semaphore signaled) +0us
47:48:741 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:741 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:741 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:48:742 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:48:742 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:743 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:745 user_main    I[SCEGE]: gles\framebuffer.cpp:785 Creating FBO for 00088000 : 480 x 272 x 1
47:48:745 user_main    W[SCEGE]: gles\framebuffer.cpp:794 FBO created from existing depthbuffer as color, 00088000/00088000 and 00088000/00088000
47:48:754 user_main    D[G3D]: gles\vertexdecoder.cpp:652 VTYPE: THRU=1 TC=0 COL=7 POS=2 NRM=0 WT=0 NW=1 IDX=0 MC=1
47:48:754 user_main    D[G3D]: gles\vertexdecoder.cpp:818 SVT : size = 12, aligned to biggest 4
47:48:756 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:48:756 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:793 user_main    D[G3D]: gles\shadermanager.cpp:73 Compiled shader:
#version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}


47:48:798 user_main    D[G3D]: gles\shadermanager.cpp:73 Compiled shader:
#version 130
#define lowp
#define mediump
#define highp
varying vec4 v_color0;
out vec4 fragColor0;
void main() {
  vec4 v = v_color0 ;
  fragColor0 = v;
}


47:48:803 user_main    I[G3D]: gles\shadermanager.cpp:146 Linked shader: vs 13 fs 14
47:48:804 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:804 Task Level4  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> Task Level4 (276->323, pc: 08a52a04->08812bb0, GeDrawSync) +8us
47:48:804 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level4 -> idle0 (323->272, pc: 08812bb8->08000000, thread slept) +0us
47:48:804 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:804 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:804 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:805 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:805 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:48:807 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef2c)
47:48:807 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:807 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:807 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:807 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:807 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:807 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:807 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:807 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:48:809 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:48:809 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:809 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:819 user_main    I[SCEGE]: gles\framebuffer.cpp:785 Creating FBO for 00000000 : 480 x 272 x 1
47:48:819 user_main    W[SCEGE]: gles\framebuffer.cpp:799 FBO using existing buffer as depthbuffer, 00000000/00088000 and 00088000/00088000
47:48:819 user_main    D[G3D]: gles\vertexdecoder.cpp:652 VTYPE: THRU=1 TC=2 COL=0 POS=2 NRM=0 WT=0 NW=1 IDX=0 MC=1
47:48:819 user_main    D[G3D]: gles\vertexdecoder.cpp:818 SVT : size = 10, aligned to biggest 2
47:48:820 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:48:820 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:820 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:821 user_main    D[G3D]: gles\shadermanager.cpp:73 Compiled shader:
#version 130
#define lowp
#define mediump
#define highp
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying mediump vec2 v_texcoord;
void main() {
  v_texcoord = texcoord;
  v_color0 = color0;
  gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}


47:48:822 user_main    D[G3D]: gles\shadermanager.cpp:73 Compiled shader:
#version 130
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
varying vec4 v_color0;
varying mediump vec2 v_texcoord;
out vec4 fragColor0;
void main() {
  vec4 t = texture2D(tex, v_texcoord);
  vec4 p = v_color0;
  vec4 v = vec4(t.rgb * p.rgb, p.a);
  fragColor0 = v;
}


47:48:822 user_main    I[G3D]: gles\shadermanager.cpp:146 Linked shader: vs 16 fs 17
47:48:824 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:824 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:824 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:827 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:827 Task Level0  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> Task Level0 (276->319, pc: 08812910->08812bb8, thread woken up) +9us
47:48:838 Task Level0  D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 47
47:48:840 Task Level0  D[KERNEL]: hle\scekernelsemaphore.cpp:303 sceKernelSignalSema(318, 1) (count: 0 -> 1)
47:48:840 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level0 -> user_main (319->276, pc: 08812bb8->08812910, thread slept) +1083us
47:48:840 user_main    D[KERNEL]: hle\scekernelsemaphore.cpp:398 0=sceKernelWaitSema(318, 1, 0)
47:48:840 user_main    I[KERNEL]: hle\scekernelthread.cpp:2436 sceKernelTerminateThread(319)
47:48:840 user_main    D[KERNEL]: hle\scekernelthread.cpp:2384 sceKernelDeleteThread(319)
47:48:840 user_main    D[KERNEL]: hle\scekernelthread.cpp:439 Freeing thread stack Task Level0
47:48:840 user_main    D[HLE]: util\blockallocator.cpp:224 Merging Blocks
47:48:841 Task Level4  D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> Task Level4 (276->323, pc: 08812910->08812bb8, thread woken up) +0us
47:48:841 Task Level4  D[KERNEL]: hle\scekernelsemaphore.cpp:303 sceKernelSignalSema(318, 1) (count: 0 -> 1)
47:48:841 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: Task Level4 -> user_main (323->276, pc: 08812bb8->08812910, thread slept) +0us
47:48:841 user_main    D[KERNEL]: hle\scekernelsemaphore.cpp:398 0=sceKernelWaitSema(318, 1, 0)
47:48:841 user_main    I[KERNEL]: hle\scekernelthread.cpp:2436 sceKernelTerminateThread(323)
47:48:841 user_main    D[KERNEL]: hle\scekernelthread.cpp:2384 sceKernelDeleteThread(323)
47:48:841 user_main    D[KERNEL]: hle\scekernelthread.cpp:439 Freeing thread stack Task Level4
47:48:841 user_main    D[HLE]: util\blockallocator.cpp:224 Merging Blocks
47:48:841 user_main    D[HLE]: util\blockallocator.cpp:229 Block Alloc found adjacent free blocks - merging
47:48:841 user_main    D[HLE]: util\blockallocator.cpp:249 Block Alloc found adjacent free blocks - merging
47:48:841 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +3us
47:48:842 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5984us
47:48:842 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:842 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:842 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2221us
47:48:842 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:842 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:842 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:842 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:842 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:842 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:842 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:842 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:842 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:842 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:842 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:842 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:842 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:842 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:48:842 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 48
47:48:842 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:842 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:842 idle0        D[SCEGE]: gles\framebuffer.cpp:570 Finding no FBO matching address 04044000
47:48:853 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6132us
47:48:853 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:853 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:853 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:853 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:853 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:854 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:854 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:855 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:48:855 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:855 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:855 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:855 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:48:855 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:855 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:855 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:855 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:855 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef2c)
47:48:855 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:855 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:855 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:855 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:856 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:856 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:856 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:856 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:48:856 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:48:856 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:856 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:858 user_main    I[SCEGE]: gles\framebuffer.cpp:785 Creating FBO for 00044000 : 480 x 272 x 1
47:48:858 user_main    W[SCEGE]: gles\framebuffer.cpp:799 FBO using existing buffer as depthbuffer, 00044000/00088000 and 00088000/00088000
47:48:858 user_main    W[SCEGE]: gles\framebuffer.cpp:805 FBO reusing depthbuffer, 00044000/00088000 and 00000000/00088000
47:48:858 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:48:858 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:858 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:858 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:858 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:858 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:858 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +651us
47:48:858 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:858 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:858 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 48
47:48:858 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:48:858 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:858 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:859 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5437us
47:48:859 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:859 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:859 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:859 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:859 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:859 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:859 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:859 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:859 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 49
47:48:859 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:859 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +80us
47:48:859 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:859 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:859 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:859 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:859 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:859 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:859 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:859 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:859 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:859 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:48:860 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:860 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:860 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:860 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:48:860 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:860 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:860 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:860 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:860 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef2c)
47:48:860 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:860 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:860 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:860 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:860 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:48:860 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:48:860 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:861 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:861 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:861 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:48:861 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:861 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:861 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:861 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +127us
47:48:861 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:861 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:861 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:861 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 49
47:48:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3601us
47:48:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:861 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:48:861 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:861 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:861 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 50
47:48:862 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:48:862 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2682us
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:862 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:862 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:862 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:862 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:48:862 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:862 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:862 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:862 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:862 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:48:862 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:862 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:862 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:862 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:862 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:862 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:863 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:863 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:48:863 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef2c)
47:48:863 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:863 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:863 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:863 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:863 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:863 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:863 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:863 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:48:863 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:48:863 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:863 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:863 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:48:863 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:48:863 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:863 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:863 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:863 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:863 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:864 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 50
47:48:864 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5939us
47:48:864 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:864 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:864 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:864 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:864 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:864 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:864 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:864 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:864 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:864 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:864 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:48:864 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:48:864 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:864 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:48:864 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +385us
47:48:864 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:864 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:864 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 51
47:48:864 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:864 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9365us
47:48:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:865 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:865 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:865 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:865 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:48:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:865 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:865 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:865 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:48:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:865 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:865 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:865 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:48:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef2c)
47:48:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:866 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:866 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:866 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:866 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:866 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:866 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:48:866 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:48:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:866 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:866 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:866 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:48:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:866 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:866 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +602us
47:48:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:866 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 51
47:48:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:48:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:866 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:866 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1869us
47:48:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:867 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:867 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 52
47:48:867 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:48:867 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3218us
47:48:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:868 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:868 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:48:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:868 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:868 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:868 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:48:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:868 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:868 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:868 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef2c)
47:48:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:868 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:868 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:868 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:868 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:869 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:48:869 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:48:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:869 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:869 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:48:869 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:48:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:869 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:869 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:869 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 52
47:48:869 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3918us
47:48:869 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:869 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:48:869 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:869 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 53
47:48:869 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:869 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2732us
47:48:869 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:870 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:870 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:870 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:870 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:870 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:870 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:870 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:870 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:870 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:48:870 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:48:870 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:870 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:870 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:870 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:870 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:48:870 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:870 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:870 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:870 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:870 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:870 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:871 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:871 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:48:871 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef2c)
47:48:871 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:871 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:871 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:871 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:871 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:871 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:871 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:871 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:48:871 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:48:871 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:871 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:871 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:871 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:48:871 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:871 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:871 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:871 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:872 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:872 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 53
47:48:872 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2321us
47:48:872 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:872 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:872 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:872 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:872 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:872 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:872 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:872 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:872 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:872 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:872 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:872 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:872 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:872 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:872 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3953us
47:48:872 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:872 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:872 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 54
47:48:872 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:48:872 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9415us
47:48:872 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:873 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:873 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:873 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:873 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:48:873 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:873 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:873 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:873 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:873 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:873 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:873 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:873 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:873 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:873 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:873 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:874 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:48:874 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef2c)
47:48:874 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:874 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:874 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:874 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:874 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:874 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:874 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:874 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:48:874 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:48:874 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:874 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:874 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:48:874 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:48:874 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:874 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:874 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:874 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:874 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:874 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +552us
47:48:874 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:874 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:874 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 54
47:48:874 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +8301us
47:48:875 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:875 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:875 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:875 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:875 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:875 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:875 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:875 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:875 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:875 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:875 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:875 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:875 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:875 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:875 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +737us
47:48:875 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:875 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:875 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 55
47:48:875 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:875 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6098us
47:48:875 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:875 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:875 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:876 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:876 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:876 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:876 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:876 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:48:876 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:876 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:876 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:876 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:48:876 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:876 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:876 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:876 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:876 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef2c)
47:48:876 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:876 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:876 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:876 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:877 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:877 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:877 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:877 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:48:877 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:48:877 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:877 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:877 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:877 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:48:877 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:877 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:877 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:877 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:877 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:877 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 55
47:48:877 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3869us
47:48:877 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:877 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:877 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:48:877 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:877 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:877 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1517us
47:48:877 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:877 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:877 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:877 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:878 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:878 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:878 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:878 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:878 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:878 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:878 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:878 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:878 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:878 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:878 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 56
47:48:878 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:48:878 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +303us
47:48:878 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:878 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:878 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:878 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:878 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:878 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:878 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:878 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:878 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:878 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:48:878 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:48:878 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:878 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:878 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:878 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:48:879 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:879 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:879 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:879 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:879 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef2c)
47:48:879 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:879 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:879 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:879 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:879 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:48:879 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:879 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:879 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:48:879 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:48:879 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:880 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:880 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:880 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:880 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:880 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 56
47:48:880 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7185us
47:48:880 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:880 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:880 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 57
47:48:880 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:896 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9465us
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:896 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:896 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:896 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:896 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:48:896 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:896 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:896 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:896 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:896 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:896 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:896 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:896 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:896 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:896 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:896 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:897 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:48:897 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef2c)
47:48:897 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:897 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:897 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:897 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:897 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:897 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:897 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:897 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:48:897 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:48:897 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:897 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:897 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:897 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:48:897 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:897 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:897 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:897 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:897 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:897 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +502us
47:48:897 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:897 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:897 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 57
47:48:897 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4733us
47:48:897 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:898 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:898 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:898 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:898 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:898 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:898 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:898 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:898 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:898 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4305us
47:48:898 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:898 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 58
47:48:898 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:48:912 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6148us
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:912 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:912 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:912 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:912 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:48:912 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:912 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:912 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:912 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:912 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:912 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:912 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:912 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:912 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:912 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:912 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:913 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:48:913 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef2c)
47:48:913 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:913 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:913 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:913 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:913 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:913 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:913 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:913 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:48:913 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:48:913 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:913 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:913 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:48:913 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:48:913 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:913 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:913 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:913 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:913 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:913 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 58
47:48:913 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3819us
47:48:913 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:913 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:913 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7949us
47:48:914 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:914 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:914 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:914 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:914 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:914 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:914 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:914 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:914 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:914 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:914 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:914 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:914 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:914 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:914 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1089us
47:48:914 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:914 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:914 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 59
47:48:914 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:929 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2831us
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:929 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:929 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:929 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:929 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:48:929 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:929 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:929 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:929 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:929 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:48:929 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:930 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:930 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:930 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:930 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef2c)
47:48:930 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:930 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:930 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:930 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:930 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:48:930 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:930 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:930 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:930 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:48:930 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:931 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:931 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:931 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:931 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:931 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 59
47:48:931 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7135us
47:48:931 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:931 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:931 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 60
47:48:931 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:48:946 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9515us
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:946 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:946 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:946 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:946 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:48:946 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:946 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:946 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:946 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:946 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:48:946 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:946 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:946 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:947 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:947 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:947 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef2c)
47:48:947 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:947 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:947 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:947 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:947 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:48:947 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:947 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:947 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:48:947 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:48:947 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:948 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:948 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:948 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +452us
47:48:948 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:948 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:948 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 60
47:48:948 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1165us
47:48:948 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:948 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:948 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:948 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:948 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:948 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:948 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:948 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:948 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:948 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:948 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7873us
47:48:948 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:948 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:949 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 61
47:48:949 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:962 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6198us
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:962 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:962 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:962 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:962 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:48:962 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:962 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:962 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:962 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:962 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:48:962 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:962 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:962 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:962 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:963 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:963 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef2c)
47:48:963 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:963 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:963 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:963 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:963 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:48:963 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:963 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:963 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:963 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:48:963 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:963 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:963 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:964 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:964 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:964 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 61
47:48:964 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3769us
47:48:964 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:964 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:964 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4381us
47:48:964 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:48:964 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:964 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:964 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:48:964 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:964 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:964 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:48:964 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:964 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:964 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:48:964 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:964 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:964 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:48:964 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:964 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4657us
47:48:964 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:964 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:964 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 62
47:48:964 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:48:979 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2881us
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:979 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:48:979 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:979 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:979 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:48:979 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:979 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:979 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:979 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:979 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:48:979 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:979 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:979 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:979 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:980 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:980 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef2c)
47:48:980 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:980 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:980 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:980 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:980 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:48:980 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:980 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:980 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:48:980 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:48:980 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:980 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:980 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:980 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:980 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:980 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 62
47:48:980 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7086us
47:48:981 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:981 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:981 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7597us
47:48:981 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:48:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:981 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:981 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:48:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:981 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:981 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:48:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:981 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:981 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:48:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:48:981 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:48:981 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:48:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:48:981 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 63
47:48:981 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:48:996 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1006us
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:48:996 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:48:996 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:48:996 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:996 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:48:996 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:996 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:996 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:48:996 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:48:996 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:48:996 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:996 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:996 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:48:996 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:996 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:997 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef2c)
47:48:997 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:48:997 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:48:997 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:997 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:48:997 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:48:997 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:48:997 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:48:997 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:48:997 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:48:997 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:48:997 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:48:997 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:48:997 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:48:997 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:48:997 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +402us
47:48:997 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:997 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:48:997 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 63
47:48:998 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:48:998 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:48:998 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:48:998 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 64
47:48:998 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:012 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6248us
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:012 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:012 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:012 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:012 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:49:012 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:012 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:012 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:012 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:012 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:49:012 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:012 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:012 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:012 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:013 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:013 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef2c)
47:49:013 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:013 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:013 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:013 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:013 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:49:013 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:013 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:013 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:013 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:49:013 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:013 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:013 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:013 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:013 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:013 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 64
47:49:013 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3719us
47:49:013 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:014 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:014 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +813us
47:49:014 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:014 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:014 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:014 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:014 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:014 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:014 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:014 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:014 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:014 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:014 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:014 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:014 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:014 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:014 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8226us
47:49:014 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:014 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:014 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 65
47:49:014 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:029 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2931us
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:029 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:029 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:029 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:029 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:49:029 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:029 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:029 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:029 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:029 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:49:029 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:029 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:029 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:030 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:030 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:030 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef2c)
47:49:030 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:030 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:030 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:030 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:030 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:49:030 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:030 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:030 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:030 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:49:030 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:030 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:030 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:030 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:030 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:030 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 65
47:49:031 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7036us
47:49:031 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:031 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:031 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4028us
47:49:031 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:031 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:031 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:031 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:031 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:031 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:031 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:031 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:031 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:031 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:031 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:031 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:031 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:031 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:031 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 66
47:49:031 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:046 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4624us
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:046 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:046 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:046 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:046 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:49:046 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:046 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:046 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:046 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:046 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:49:046 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:047 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:047 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:047 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:047 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef2c)
47:49:047 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:047 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:047 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:047 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:047 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:49:047 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:047 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:047 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:047 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:49:047 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:047 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:047 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:048 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:048 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:048 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +352us
47:49:048 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:048 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:048 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 66
47:49:048 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:048 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:048 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:048 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 67
47:49:048 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:062 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6298us
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:062 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:062 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:062 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:062 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:49:062 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:062 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:062 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:062 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:062 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:49:062 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:062 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:062 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:062 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:063 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:063 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef2c)
47:49:063 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:063 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:063 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:063 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:063 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:49:063 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:063 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:063 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:063 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:49:063 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:063 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:063 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:063 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:063 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:063 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 67
47:49:063 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +914us
47:49:063 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:064 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:064 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:064 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:064 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:064 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:064 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:064 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:064 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:064 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:064 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:064 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:064 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:064 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:064 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1794us
47:49:064 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:064 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:064 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:064 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:064 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:064 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 68
47:49:064 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:079 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2981us
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:079 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:079 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:079 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:079 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:49:079 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:079 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:079 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:079 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:079 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:49:079 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:080 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:080 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:080 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:080 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef2c)
47:49:080 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:080 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:080 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:080 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:080 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:49:080 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:080 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:080 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:080 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:49:080 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:080 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:080 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:081 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:081 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 68
47:49:081 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6986us
47:49:081 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:081 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +460us
47:49:081 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:081 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:081 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:081 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:081 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:081 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:081 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:081 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:081 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:081 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 69
47:49:081 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:096 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8242us
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:096 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:096 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:096 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:096 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:49:096 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:096 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:096 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:096 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:096 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:49:096 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:096 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:097 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:097 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:097 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:097 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef2c)
47:49:097 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:097 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:097 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:097 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:097 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:49:097 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:097 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:097 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:097 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:49:097 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:097 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:097 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:097 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:097 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:097 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +303us
47:49:098 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:098 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:098 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 69
47:49:098 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:098 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:098 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:098 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3676us
47:49:098 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:098 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:098 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:098 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:098 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:098 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:098 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:098 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:098 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:098 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:098 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:098 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:098 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:098 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:098 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 70
47:49:098 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:112 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1710us
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:112 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:112 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:112 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:112 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:49:112 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:112 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:112 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:112 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:112 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:49:112 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:112 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:112 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:112 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:112 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:112 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:113 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:113 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:49:113 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef2c)
47:49:113 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:113 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:113 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:113 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:113 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:113 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:113 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:113 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:49:113 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:49:113 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:113 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:113 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:113 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:49:113 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:113 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:113 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:113 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:113 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:113 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 70
47:49:113 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3619us
47:49:113 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:113 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:114 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:114 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:114 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:114 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 71
47:49:114 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:129 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3031us
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:129 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:129 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:129 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:129 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:49:129 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:129 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:129 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:129 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:129 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:49:129 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:129 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:129 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:129 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:130 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:130 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef2c)
47:49:130 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:130 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:130 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:130 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:130 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:49:130 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:130 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:130 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:130 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:49:130 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:130 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:130 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:130 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:130 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:130 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 71
47:49:130 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3829us
47:49:130 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:131 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:131 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:131 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:131 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:131 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:131 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:131 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:131 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:131 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:131 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:131 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:131 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:131 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:131 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2146us
47:49:131 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:131 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:131 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 72
47:49:131 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:146 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9714us
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:146 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:146 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:146 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:146 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:49:146 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:146 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:146 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:146 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:146 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:49:146 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:146 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:146 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:147 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:147 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:147 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef2c)
47:49:147 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:147 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:147 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:147 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:147 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:49:147 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:147 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:147 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:147 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:49:147 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:147 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:147 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:147 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:147 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:147 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +253us
47:49:147 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:148 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:148 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 72
47:49:148 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:148 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:148 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:148 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +108us
47:49:148 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:148 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:148 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:148 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:148 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:148 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:148 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:148 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:148 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:148 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:148 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:148 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:148 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:148 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:148 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 73
47:49:148 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:162 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5328us
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:162 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:162 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:162 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:162 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:49:162 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:162 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:162 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:162 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:162 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:49:162 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:162 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:163 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:163 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:163 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:163 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef2c)
47:49:163 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:163 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:163 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:163 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:163 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:49:163 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:163 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:163 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:163 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:49:163 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:163 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:163 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:163 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:164 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:164 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 73
47:49:164 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3569us
47:49:164 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:164 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:164 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:164 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:164 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:164 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 74
47:49:164 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:179 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3081us
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:179 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:179 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:179 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:179 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:49:179 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:179 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:179 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:179 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:179 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:49:179 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:180 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:180 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:180 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:180 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef2c)
47:49:180 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:180 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:180 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:180 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:180 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:49:180 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:180 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:180 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:180 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:49:180 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:180 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:180 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:181 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:181 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:181 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +211us
47:49:181 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:181 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:181 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:181 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:181 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:181 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:181 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:181 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:181 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 74
47:49:181 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:181 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:181 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:181 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:181 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:181 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:181 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5714us
47:49:181 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:181 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:181 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 75
47:49:181 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:196 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9764us
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:196 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:196 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:196 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:196 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:49:196 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:196 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:196 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:196 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:196 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:49:196 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:196 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:196 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:196 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:197 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:197 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef2c)
47:49:197 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:197 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:197 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:197 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:197 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:49:197 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:197 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:197 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:197 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:49:197 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:197 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:197 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:197 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:197 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:197 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +203us
47:49:197 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:197 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:197 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 75
47:49:198 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6540us
47:49:198 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:198 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:198 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:198 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:198 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:198 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:198 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:198 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:198 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:198 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:198 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:198 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:198 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:198 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:198 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2498us
47:49:198 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:198 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:198 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 76
47:49:198 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:213 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6447us
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:213 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:213 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:213 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:213 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:49:213 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:213 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:213 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:213 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:213 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:49:213 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:213 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:213 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:213 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:214 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef2c)
47:49:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:214 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:214 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:214 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:49:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:214 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:214 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:214 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:49:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:214 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:214 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:214 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:214 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:214 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 76
47:49:214 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3520us
47:49:214 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:214 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:215 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9756us
47:49:215 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:215 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:215 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:215 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:215 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:215 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3us
47:49:215 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:215 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:215 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +236us
47:49:215 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:215 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:215 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:215 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:215 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:215 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:215 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:215 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:215 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 77
47:49:215 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:229 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2413us
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:229 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:229 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:229 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:229 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:49:229 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:229 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:229 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:229 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:229 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:49:229 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:229 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:229 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:229 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:230 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:230 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef2c)
47:49:230 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:230 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:230 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:230 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:230 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:49:230 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:230 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:230 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:230 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:49:230 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:230 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:230 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:230 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:230 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:231 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 77
47:49:231 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6836us
47:49:231 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:231 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:231 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 78
47:49:231 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:246 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9814us
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:246 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:246 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:246 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:246 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:49:246 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:246 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:246 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:246 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:246 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:49:246 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:246 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:246 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:246 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:246 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:246 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:247 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:247 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:49:247 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef2c)
47:49:247 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:247 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:247 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:247 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:247 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:247 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:247 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:247 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:49:247 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:49:247 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:247 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:247 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:247 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:49:247 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:247 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:247 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:247 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:247 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:247 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +153us
47:49:247 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:247 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:247 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 78
47:49:247 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2972us
47:49:247 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:248 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:248 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:248 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:248 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:248 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:248 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:248 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:248 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:248 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:248 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:248 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:248 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:248 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:248 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6066us
47:49:248 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:248 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:248 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 79
47:49:248 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:263 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6497us
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:263 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:263 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:263 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:263 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:49:263 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:263 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:263 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:263 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:263 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:49:263 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:263 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:263 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:264 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:264 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:264 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef2c)
47:49:264 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:264 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:264 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:264 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:264 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:49:264 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:264 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:264 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:264 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:49:264 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:264 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:264 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:264 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:264 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:264 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 79
47:49:264 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3470us
47:49:265 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:265 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:265 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +6188us
47:49:265 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:265 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:265 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:265 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:265 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:265 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:265 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:265 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:265 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:265 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:265 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:265 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:265 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:265 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:265 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2850us
47:49:265 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:265 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:265 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 80
47:49:265 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:279 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3180us
47:49:279 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:279 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:279 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:279 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:279 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:279 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:279 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:279 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:279 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:279 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:49:279 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:49:279 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:279 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:279 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:280 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:49:280 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:280 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:280 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:280 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:280 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef2c)
47:49:280 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:280 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:280 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:280 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:280 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:49:280 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:49:280 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:280 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:281 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:281 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:49:281 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:281 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:281 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:281 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:281 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:281 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 80
47:49:281 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6787us
47:49:281 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:281 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:281 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9404us
47:49:281 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:281 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:281 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:281 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:281 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:281 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 81
47:49:281 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:296 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +219us
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:296 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:296 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:296 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:296 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:49:296 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:296 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:296 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:296 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:296 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:49:296 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:296 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:296 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:296 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:296 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:297 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef2c)
47:49:297 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:297 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> sas thread (276->314, pc: 08a52a04->08a57c8c, GeDrawSync) +6us
47:49:297 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:297 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:297 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:297 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:297 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:49:297 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:297 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:297 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:297 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:49:297 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:297 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:297 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:297 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:297 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:297 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +103us
47:49:297 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:297 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:298 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +126us
47:49:298 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:298 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:298 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:298 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:298 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:298 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 81
47:49:298 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9632us
47:49:298 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:298 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:298 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 82
47:49:298 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:313 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6547us
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:313 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:313 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:313 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:313 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:49:313 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:313 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:313 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:313 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:313 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:49:313 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:313 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:313 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:313 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:313 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:313 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:314 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:314 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:49:314 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef2c)
47:49:314 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:314 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:314 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:314 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:314 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:314 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:314 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:314 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:49:314 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:49:314 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:314 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:314 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:314 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:49:314 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:314 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:314 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:314 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:314 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:314 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 82
47:49:314 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3420us
47:49:314 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:315 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:315 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2620us
47:49:315 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:315 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:315 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:315 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:315 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:315 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:315 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:315 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:315 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:315 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:315 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:315 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:315 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:315 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:315 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6419us
47:49:315 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:315 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:315 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 83
47:49:315 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:330 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3230us
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:330 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:330 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:330 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:330 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:49:330 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:330 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:330 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:330 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:330 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:49:330 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:330 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:330 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:331 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:331 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef2c)
47:49:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:331 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:331 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:331 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:49:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:331 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:331 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:331 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:49:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:331 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:331 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:331 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:331 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:332 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 83
47:49:332 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6737us
47:49:332 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:332 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:332 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5836us
47:49:332 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:332 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:332 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:332 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:332 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:332 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:332 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:332 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:332 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:332 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:332 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:332 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:332 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:332 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:332 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 84
47:49:332 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:347 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3116us
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:347 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:347 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:347 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:347 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:49:347 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:347 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:347 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:347 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:347 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:49:347 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:347 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:347 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:347 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:347 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef2c)
47:49:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:348 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:348 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:348 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:49:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:348 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:348 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:348 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:49:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:348 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:348 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:348 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:348 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:348 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +53us
47:49:348 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:348 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:348 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 84
47:49:348 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:348 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:349 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:349 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 85
47:49:349 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:364 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6597us
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:364 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:364 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:364 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:364 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:49:364 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:364 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:364 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:364 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:364 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:49:364 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:365 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:365 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:365 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef2c)
47:49:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:365 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:365 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:365 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:49:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:365 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:365 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:365 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:49:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:366 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:366 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:366 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 85
47:49:366 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2422us
47:49:366 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:366 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:366 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:366 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:366 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:366 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:366 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:366 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +227us
47:49:366 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:366 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +12us
47:49:366 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9987us
47:49:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:367 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 86
47:49:367 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:380 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3280us
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:380 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:380 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:380 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:380 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:49:380 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:380 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:380 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:380 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:380 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:49:380 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:380 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:380 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:381 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:381 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef2c)
47:49:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:381 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:381 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:381 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:49:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:381 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:381 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:381 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:49:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:381 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:381 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:381 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:381 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:381 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 86
47:49:382 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6687us
47:49:382 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:382 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:382 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2267us
47:49:382 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:382 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:382 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:382 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:382 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:382 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:382 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:382 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:382 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:382 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 87
47:49:382 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:397 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6734us
47:49:397 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:397 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:397 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:397 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:397 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:397 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:397 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:397 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:397 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:397 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:49:397 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:49:397 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:397 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:397 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:397 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:397 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:49:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:398 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:398 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:398 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef2c)
47:49:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:398 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:398 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:398 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:49:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:398 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:398 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:398 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:49:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:398 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:399 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:399 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:399 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4us
47:49:399 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:399 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 87
47:49:399 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:399 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:399 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:399 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5483us
47:49:399 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:399 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:399 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:399 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:399 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:399 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:399 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:399 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:399 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:399 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 88
47:49:400 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:414 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +202us
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:414 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:414 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:414 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:414 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:49:414 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:414 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:414 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:414 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:414 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:49:414 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:414 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:414 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:415 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:415 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef2c)
47:49:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:415 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:415 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:415 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:49:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:415 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:415 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:415 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:49:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:415 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:415 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:415 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:416 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:416 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 88
47:49:416 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3320us
47:49:416 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:416 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:416 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:416 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:416 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:416 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 89
47:49:416 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:430 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3330us
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:430 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:430 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:430 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:430 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:49:430 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:430 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:430 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:430 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:430 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:49:430 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:430 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:430 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:431 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:431 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef2c)
47:49:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:431 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:431 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:431 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:49:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:431 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:431 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:431 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:49:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:431 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:431 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:431 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:432 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 89
47:49:432 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5337us
47:49:432 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:432 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:432 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:432 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:432 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:432 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:432 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:432 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:432 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:432 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +339us
47:49:432 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:432 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:432 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:432 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 90
47:49:432 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:447 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +13us
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:447 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:447 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:447 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:447 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:49:447 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:447 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:447 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:447 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:447 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:49:447 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:447 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:447 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:448 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:448 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef2c)
47:49:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:448 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:448 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:448 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:49:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:448 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:448 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:448 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:49:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:448 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:448 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:448 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:448 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:448 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 90
47:49:449 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9954us
47:49:449 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:449 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:449 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1915us
47:49:449 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:449 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:449 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:449 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:449 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:449 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:449 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:449 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:449 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:449 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 91
47:49:449 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:464 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3820us
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:464 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:464 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:464 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:464 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:49:464 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:464 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:464 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:464 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:464 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:49:464 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:464 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:464 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:464 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:465 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef2c)
47:49:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:465 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:465 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:465 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:49:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:465 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:465 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:465 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:49:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:465 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:465 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:465 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:465 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:465 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 91
47:49:466 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3270us
47:49:466 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:466 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:466 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:466 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:466 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:466 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 92
47:49:466 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:480 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3380us
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:480 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:480 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:480 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:480 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:49:480 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:480 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:480 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:480 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:480 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:49:480 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:481 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:481 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:481 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef2c)
47:49:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:481 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:481 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:481 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:49:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:481 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:481 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:481 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:49:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:481 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:481 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:481 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:482 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 92
47:49:482 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1719us
47:49:482 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:482 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:482 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:482 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:482 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:482 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:482 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:482 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:482 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:482 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3907us
47:49:482 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:482 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:482 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:482 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 93
47:49:482 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:497 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +63us
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:497 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:497 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:497 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:497 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:49:497 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:497 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:497 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:497 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:497 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:49:497 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:497 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:498 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:498 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:498 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef2c)
47:49:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:498 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:498 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:498 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:49:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:498 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:498 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:498 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:49:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:498 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:498 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:498 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:499 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 93
47:49:499 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +8251us
47:49:499 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:499 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:499 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:499 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:499 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:499 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:499 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:499 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:499 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:499 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +691us
47:49:499 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:499 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:499 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 94
47:49:499 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:514 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6746us
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:514 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:514 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:514 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:514 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:49:514 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:514 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:514 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:514 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:514 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:49:514 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:514 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:514 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:515 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:515 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef2c)
47:49:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:515 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:515 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:515 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:49:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:515 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:515 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:515 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:49:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:515 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:515 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:515 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:515 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:516 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 94
47:49:516 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3221us
47:49:516 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:516 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:516 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:516 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:516 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1563us
47:49:516 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:516 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:516 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:516 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:516 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:516 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:516 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:516 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:516 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:516 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 95
47:49:516 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:530 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +905us
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:530 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:530 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:530 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:530 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:49:530 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:530 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:530 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:530 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:530 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:49:530 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:530 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:530 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:531 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:531 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef2c)
47:49:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:531 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:531 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:531 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:49:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:531 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:531 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:531 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:49:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:531 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:531 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:531 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:531 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:531 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 95
47:49:531 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6537us
47:49:532 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:532 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:532 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:532 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:532 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:532 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 96
47:49:532 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:547 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +113us
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:547 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:547 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:547 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:547 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:49:547 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:547 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:547 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:547 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:547 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:49:547 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:547 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:547 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:547 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:547 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef2c)
47:49:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:548 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:548 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:548 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:49:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:548 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:548 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:548 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:49:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:548 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:548 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:548 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:548 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:548 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 96
47:49:548 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4633us
47:49:548 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:548 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:549 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:549 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:549 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:549 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:549 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:549 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:549 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:549 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:549 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:549 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:549 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:549 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:549 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4259us
47:49:549 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:549 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:549 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 97
47:49:549 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:564 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6796us
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:564 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:564 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:564 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:564 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:49:564 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:564 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:564 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:564 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:564 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:49:564 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:565 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:565 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:565 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:565 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef2c)
47:49:565 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:565 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:565 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:565 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:565 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:49:565 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:565 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:565 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:565 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:49:565 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:565 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:565 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:565 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:566 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:566 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 97
47:49:566 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3171us
47:49:566 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:566 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:566 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7995us
47:49:566 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:566 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:566 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:566 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:566 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:566 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:566 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:566 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:566 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:566 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1043us
47:49:566 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:566 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:566 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 98
47:49:566 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:581 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3479us
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:581 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:581 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:581 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:581 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:49:581 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:581 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:581 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:581 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:581 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:49:581 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:581 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:581 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:581 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:582 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef2c)
47:49:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:582 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:582 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:582 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:49:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:582 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:582 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:49:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:582 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:582 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:583 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:583 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 98
47:49:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6487us
47:49:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:583 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 99
47:49:583 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:597 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +163us
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:597 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:597 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:597 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:597 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:49:597 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:597 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:597 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:597 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:597 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:49:597 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:597 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:598 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:598 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:598 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef2c)
47:49:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:598 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:598 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:598 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:49:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:598 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:598 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:598 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:49:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:598 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:598 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:598 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:598 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:598 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 99
47:49:599 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1015us
47:49:599 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:599 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:599 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:599 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:599 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:599 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:599 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:599 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:599 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:599 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:599 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:599 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:599 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:599 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:599 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7827us
47:49:599 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:599 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 100
47:49:599 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:614 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6846us
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:614 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:614 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:614 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:614 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:49:614 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:614 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:614 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:614 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:614 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:49:614 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:614 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:614 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:614 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:615 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef2c)
47:49:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:615 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:615 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:615 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:49:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:615 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:615 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:615 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:49:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:615 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:615 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:615 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:615 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:615 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 100
47:49:615 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3121us
47:49:615 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:615 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:615 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4427us
47:49:615 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:616 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:616 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:616 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:616 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:616 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:616 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4611us
47:49:616 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:616 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 101
47:49:616 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:631 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3529us
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:631 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:631 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:631 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:631 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:49:631 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:631 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:631 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:631 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:631 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:49:631 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:631 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:631 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:632 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef2c)
47:49:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:632 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:632 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:49:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:632 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:632 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:632 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:49:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:632 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:632 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:632 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:632 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 101
47:49:632 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6438us
47:49:633 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:633 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:633 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7643us
47:49:633 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:633 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:633 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:633 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:633 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:633 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:633 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:633 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:633 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:633 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1396us
47:49:633 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:633 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:633 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 102
47:49:633 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:647 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +212us
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:647 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:647 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:647 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:647 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:49:647 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:647 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:647 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:647 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:647 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:49:647 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:647 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:647 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:647 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:647 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:647 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:648 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:49:648 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef2c)
47:49:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:648 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:648 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:648 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:648 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:648 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:648 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:49:648 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:49:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:648 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:648 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:648 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:49:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:648 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:648 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:648 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:648 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:648 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 102
47:49:648 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9754us
47:49:648 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:648 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:649 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 103
47:49:649 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:664 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6896us
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:664 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:664 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:664 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:664 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:49:664 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:664 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:664 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:664 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:664 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:49:664 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:664 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:664 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:664 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:664 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:664 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:665 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:665 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:49:665 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef2c)
47:49:665 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:665 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:665 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:665 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:665 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:665 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:665 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:665 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:49:665 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:49:665 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:665 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:665 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:665 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:49:665 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:665 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:665 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:665 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:665 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:665 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 103
47:49:665 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3071us
47:49:665 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:665 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:665 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +858us
47:49:665 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:666 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:666 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:666 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:666 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:666 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:666 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:666 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:666 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:666 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:666 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:666 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:666 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:666 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:666 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8180us
47:49:666 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:666 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:666 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 104
47:49:666 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:681 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3579us
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:681 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:681 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:681 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:681 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:49:681 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:681 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:681 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:681 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:681 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:49:681 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:681 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:681 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:681 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:681 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:681 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:682 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:49:682 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef2c)
47:49:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:682 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:682 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:682 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:682 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:682 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:682 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:49:682 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:49:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:682 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:682 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:682 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:49:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:682 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:682 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:682 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:682 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:682 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 104
47:49:682 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6388us
47:49:682 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:682 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:682 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4074us
47:49:683 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:683 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:683 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:683 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:683 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:683 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:683 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:683 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:683 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:683 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:683 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:683 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:683 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:683 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:683 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4964us
47:49:683 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:683 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:683 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 105
47:49:683 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:697 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +262us
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:697 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:697 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:697 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:697 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:49:697 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:697 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:697 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:697 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:697 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:49:697 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:697 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:697 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:698 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:698 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef2c)
47:49:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:698 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:698 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:49:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:698 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:698 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:698 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:49:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:698 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:698 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:698 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:698 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 105
47:49:699 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9705us
47:49:699 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:699 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:699 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 106
47:49:699 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:714 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6946us
47:49:714 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:714 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:714 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:714 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:714 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:714 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:714 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:714 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:714 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:714 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:49:714 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:49:714 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:714 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:715 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:715 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:49:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:715 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:715 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:715 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef2c)
47:49:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:715 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:715 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:715 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:49:715 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:49:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:715 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:715 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:716 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:49:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:716 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:716 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:716 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:716 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:716 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +312us
47:49:716 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:716 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:716 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:716 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:716 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:716 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 106
47:49:716 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:716 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:716 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:716 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:716 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:716 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:716 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:716 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:716 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:716 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1748us
47:49:716 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:717 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:717 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:717 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 107
47:49:717 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:731 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3629us
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:731 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:731 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:731 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:731 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:49:731 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:731 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:731 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:731 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:731 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:49:731 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:732 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:732 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:732 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:732 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef2c)
47:49:732 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:732 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:732 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:732 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:732 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:49:732 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:49:732 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:732 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:732 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:733 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:49:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:733 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:733 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:733 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:733 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:733 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 107
47:49:733 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6338us
47:49:733 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:733 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +506us
47:49:733 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:733 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:733 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:733 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:733 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:733 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:733 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:734 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:734 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:734 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8532us
47:49:734 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:734 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:734 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 108
47:49:734 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:747 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +312us
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:747 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:747 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:747 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:747 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:49:747 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:747 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:747 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:747 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:747 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:49:747 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:747 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:747 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:747 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:747 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:747 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:748 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:49:748 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef2c)
47:49:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:748 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:748 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:748 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:748 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:748 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:748 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:49:748 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:49:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:748 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:748 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:748 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:49:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:748 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:748 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:748 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:748 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:748 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 108
47:49:748 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9655us
47:49:748 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:748 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:749 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3722us
47:49:749 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:749 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:749 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:749 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:749 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:749 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:749 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:749 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:749 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:749 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:749 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:749 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:749 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:749 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:749 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 109
47:49:749 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:764 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2312us
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:764 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:764 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:764 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:764 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:49:764 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:764 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:764 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:764 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:764 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:49:764 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:765 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:765 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:765 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef2c)
47:49:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:765 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:765 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:765 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:49:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:765 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:765 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:765 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:49:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:765 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:765 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:765 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:765 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:766 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 109
47:49:766 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2971us
47:49:766 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:766 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:766 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:766 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:766 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:766 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 110
47:49:766 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:781 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3679us
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:781 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:781 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:781 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:781 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:49:781 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:781 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:781 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:781 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:781 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:49:781 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:781 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:781 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:781 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:781 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:782 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef2c)
47:49:782 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:782 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:782 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:782 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:782 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:49:782 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:782 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:782 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:782 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:49:782 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:782 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:782 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:782 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:782 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:782 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 110
47:49:782 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3227us
47:49:782 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:782 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:782 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:783 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:783 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:783 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:783 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:783 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:783 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:783 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:783 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2100us
47:49:783 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:783 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:783 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:783 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 111
47:49:783 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:797 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +362us
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:798 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:798 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:798 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:798 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:49:798 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:798 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:798 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:798 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:798 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:49:798 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:798 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:798 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:798 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:799 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef2c)
47:49:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:799 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:799 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:799 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:49:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:799 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:799 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:49:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:799 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:799 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:799 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:799 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:799 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 111
47:49:800 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9605us
47:49:800 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +154us
47:49:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:800 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:800 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 112
47:49:800 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:814 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +5930us
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:814 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:814 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:814 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:814 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:49:814 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:814 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:814 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:814 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:814 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:49:814 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:814 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:815 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:815 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:815 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef2c)
47:49:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:815 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:815 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:815 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:49:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:815 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:815 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:815 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:49:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:815 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:815 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:815 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:816 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:816 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 112
47:49:816 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2922us
47:49:816 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:816 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:816 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:816 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:816 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:816 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3370us
47:49:816 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:816 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:816 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:816 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:816 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:816 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 113
47:49:816 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:831 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +118us
47:49:831 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:831 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:831 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:831 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:831 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:831 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:831 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:49:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:832 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:832 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:832 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:49:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:832 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:832 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:832 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef2c)
47:49:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:832 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:832 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:832 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:832 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:833 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:833 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:49:833 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:49:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:833 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:833 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:833 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:49:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:833 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:833 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:833 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:833 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:833 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +89us
47:49:833 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:833 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:833 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:833 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:833 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:833 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:833 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:833 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:833 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 113
47:49:833 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5668us
47:49:833 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:834 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:834 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:49:834 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:834 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:834 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 114
47:49:834 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:847 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +412us
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:847 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:847 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:847 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:847 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:49:847 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:847 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:847 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:847 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:847 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:49:847 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:847 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:847 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:847 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:848 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef2c)
47:49:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:848 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:848 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:848 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:49:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:848 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:848 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:848 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:49:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:848 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:848 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:848 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:848 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:848 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 114
47:49:848 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6141us
47:49:848 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:849 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:849 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:849 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:849 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:849 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:849 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:849 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:849 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:849 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:849 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:49:849 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:49:849 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:849 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:49:849 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2452us
47:49:849 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:849 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:849 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 115
47:49:849 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:864 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7095us
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:864 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:864 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:864 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:864 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:49:864 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:864 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:864 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:864 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:864 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:49:864 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:864 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:864 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:865 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:865 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef2c)
47:49:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:865 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:865 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:865 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:49:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:865 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:865 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:49:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:865 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:865 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:865 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:865 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:866 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 115
47:49:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2872us
47:49:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:866 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:866 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9802us
47:49:866 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +197us
47:49:866 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:866 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +42us
47:49:866 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:866 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:866 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:866 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:866 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:866 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:866 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:866 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 116
47:49:866 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:881 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3015us
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:881 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:881 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:881 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:881 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:49:881 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:881 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:881 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:881 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:881 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:49:881 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:881 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:881 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:882 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:882 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef2c)
47:49:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:882 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:882 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:882 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:49:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:882 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:882 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:882 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:49:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:882 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:882 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:882 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:882 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:882 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 116
47:49:883 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6188us
47:49:883 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:883 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:883 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:49:883 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:883 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:883 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 117
47:49:883 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:897 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +462us
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:897 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:897 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:897 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:897 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:49:897 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:897 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:897 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:897 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:897 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:49:897 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:897 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:897 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:898 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:898 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef2c)
47:49:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:898 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:898 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:49:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:898 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:898 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:898 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:49:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:898 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:898 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:898 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:898 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 117
47:49:898 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2523us
47:49:899 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:899 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:899 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:899 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:899 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:899 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:899 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:899 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:899 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:899 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:899 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:899 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:899 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:899 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:899 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6020us
47:49:899 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:899 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:899 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 118
47:49:899 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:914 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7145us
47:49:914 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:914 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:914 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:914 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:914 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:914 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:914 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:914 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:914 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:914 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:49:914 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:49:914 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:914 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:914 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:915 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:915 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:49:915 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:915 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:915 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:915 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:915 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:915 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:915 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:915 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:49:915 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef2c)
47:49:915 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:915 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:915 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:915 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:915 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:915 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:915 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:916 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:49:916 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:49:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:916 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:916 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:916 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:49:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:916 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:916 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:916 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:916 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:916 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 118
47:49:916 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2822us
47:49:916 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:916 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:916 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +6234us
47:49:916 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:916 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:916 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:916 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:916 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:916 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:916 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:917 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:917 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:917 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:917 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:917 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2804us
47:49:917 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:917 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:917 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 119
47:49:917 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:931 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3828us
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:931 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:931 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:931 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:931 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:49:931 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:931 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:931 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:931 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:931 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:49:931 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:931 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:931 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:932 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:932 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef2c)
47:49:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:932 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:932 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:932 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:49:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:932 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:932 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:932 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:49:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:932 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:932 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:932 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:932 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:932 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 119
47:49:933 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6139us
47:49:933 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:933 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:933 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9450us
47:49:933 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:933 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:933 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:933 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:933 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:933 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +69us
47:49:933 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:933 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +170us
47:49:933 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:933 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:933 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:933 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 120
47:49:933 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:948 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +100us
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:948 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:948 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:948 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:948 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:49:948 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:948 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:948 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:948 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:948 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:49:948 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:949 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:949 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:949 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef2c)
47:49:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:949 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:949 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:949 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:49:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:949 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:949 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:49:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:949 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:949 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:950 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:950 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:950 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 120
47:49:950 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9455us
47:49:950 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:950 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:950 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 121
47:49:950 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:964 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7195us
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:964 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:964 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:964 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:964 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:49:964 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:964 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:964 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:964 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:964 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:49:964 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:965 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:965 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:965 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef2c)
47:49:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:965 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:965 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:965 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:49:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:965 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:965 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:965 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:49:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:965 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:965 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:966 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:966 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 121
47:49:966 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2772us
47:49:966 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:966 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:966 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2666us
47:49:966 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:49:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:966 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:966 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:49:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:966 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:966 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:49:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:966 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:966 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:49:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:966 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:966 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:49:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:966 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6373us
47:49:966 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:966 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 122
47:49:966 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:49:981 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3878us
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:981 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:49:981 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:981 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:981 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:49:981 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:981 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:981 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:981 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:981 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:49:981 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:981 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:981 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:982 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:982 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef2c)
47:49:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:982 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:982 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:982 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:49:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:982 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:982 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:49:982 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:49:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:982 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:982 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:982 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:982 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:982 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 122
47:49:983 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6089us
47:49:983 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:49:983 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5881us
47:49:983 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:49:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:983 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:983 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:49:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:983 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:983 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:49:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:983 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:983 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:49:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:49:983 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:49:983 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:49:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:49:983 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3157us
47:49:983 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:49:983 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:49:983 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 123
47:49:983 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:49:998 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +561us
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:49:998 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:49:998 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:49:998 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:998 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:49:998 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:998 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:998 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:49:998 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:49:998 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:49:998 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:998 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:998 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:49:998 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:999 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef2c)
47:49:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:49:999 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:49:999 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:999 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:49:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:49:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:49:999 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:49:999 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:49:999 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:49:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:49:999 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:49:999 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:49:999 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:49:999 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:49:999 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 123
47:50:000 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9405us
47:50:000 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:000 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:000 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 124
47:50:000 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:014 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7245us
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:014 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:014 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:014 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:014 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:50:014 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:014 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:014 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:014 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:014 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:50:014 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:014 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:014 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:015 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:015 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef2c)
47:50:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:015 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:015 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:015 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:50:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:015 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:015 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:015 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:50:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:015 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:015 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:015 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:015 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:016 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 124
47:50:016 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1820us
47:50:016 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:016 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:016 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:016 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:016 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:016 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:016 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:016 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +181us
47:50:016 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:016 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +58us
47:50:016 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:016 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9941us
47:50:016 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:016 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 125
47:50:016 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:031 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3928us
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:031 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:031 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:031 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:031 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:50:031 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:031 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:031 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:031 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:031 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:50:031 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:031 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:032 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:032 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:032 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef2c)
47:50:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:032 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:032 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:032 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:50:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:032 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:032 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:032 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:50:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:032 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:032 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:032 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:033 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 125
47:50:033 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6039us
47:50:033 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:033 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:033 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2313us
47:50:033 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:033 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:033 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:033 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:033 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:033 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:033 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:033 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:033 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:033 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6725us
47:50:033 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:033 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 126
47:50:034 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:048 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +611us
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:048 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:048 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:048 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:048 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:50:048 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:048 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:048 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:048 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:048 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:50:048 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:048 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:048 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:048 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:049 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef2c)
47:50:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:049 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:049 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:049 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:50:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:049 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:049 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:049 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:50:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:049 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:049 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:050 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:050 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 126
47:50:050 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9356us
47:50:050 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:050 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:050 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5529us
47:50:050 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:050 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:050 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:050 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:050 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:050 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:050 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:050 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:050 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:051 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 127
47:50:051 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:064 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +804us
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:064 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:064 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:064 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:064 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:50:064 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:064 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:064 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:064 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:064 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:50:064 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:064 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:064 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:064 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:065 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef2c)
47:50:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:065 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:065 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:065 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:50:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:065 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:065 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:065 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:50:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:065 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:066 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:066 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:066 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:066 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 127
47:50:066 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2672us
47:50:066 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:066 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:066 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:066 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:066 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:066 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 128
47:50:066 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:081 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3978us
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:081 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:081 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:081 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:081 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:50:081 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:081 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:081 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:081 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:081 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:50:081 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:081 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:081 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:081 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:082 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef2c)
47:50:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:082 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:082 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:082 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:50:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:082 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:082 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:082 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:50:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:082 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:082 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:082 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:082 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:082 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 128
47:50:082 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4735us
47:50:082 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:082 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:083 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:083 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:083 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:083 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:083 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:083 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:083 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:083 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:083 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +293us
47:50:083 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:083 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:083 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:083 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 129
47:50:083 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:098 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +661us
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:098 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:098 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:098 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:098 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:50:098 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:098 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:098 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:098 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:098 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:50:098 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:098 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:098 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:099 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:099 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef2c)
47:50:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:099 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:099 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:099 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:50:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:099 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:099 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:099 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:50:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:099 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:099 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:099 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:099 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:099 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 129
47:50:100 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9306us
47:50:100 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:100 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:100 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1961us
47:50:100 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:100 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:100 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:100 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:100 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:100 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:100 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:100 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:100 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:100 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:100 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:100 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:100 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:100 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:100 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 130
47:50:100 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:114 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4422us
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:114 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:114 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:114 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:114 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:50:114 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:114 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:114 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:114 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:114 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:50:114 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:114 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:114 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:114 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:115 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef2c)
47:50:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:115 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:115 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:115 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:50:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:115 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:115 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:115 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:50:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:115 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:115 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:115 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:115 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:115 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 130
47:50:115 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2622us
47:50:115 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:115 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:116 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:116 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:116 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:116 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 131
47:50:116 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:131 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4028us
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:131 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:131 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:131 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:131 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:50:131 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:131 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:131 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:131 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:131 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:50:131 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:131 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:131 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:132 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:132 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef2c)
47:50:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:132 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:132 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:132 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:50:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:132 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:132 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:132 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:50:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:132 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:132 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:132 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:132 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:133 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 131
47:50:133 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1117us
47:50:133 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:133 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:133 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:133 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:133 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:133 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:133 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:133 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:133 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:133 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3861us
47:50:133 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:133 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:133 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:133 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 132
47:50:133 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:148 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +711us
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:148 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:148 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:148 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:148 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:50:148 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:148 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:148 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:148 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:148 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:50:148 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:148 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:149 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:149 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:149 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef2c)
47:50:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:149 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:149 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:149 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:50:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:149 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:149 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:149 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:50:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:149 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:149 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:149 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:150 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 132
47:50:150 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7649us
47:50:150 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:150 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:150 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:150 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:150 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:150 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:150 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:150 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:150 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:150 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +645us
47:50:150 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:150 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:150 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 133
47:50:150 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:164 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7394us
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:164 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:164 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:164 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:164 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:50:164 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:164 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:164 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:164 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:164 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:50:164 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:164 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:165 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:165 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:165 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef2c)
47:50:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:165 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:165 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:165 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:50:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:165 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:165 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:165 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:50:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:165 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:165 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:166 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:166 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:166 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 133
47:50:166 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2573us
47:50:166 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:166 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:166 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:166 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:166 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:166 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1609us
47:50:166 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:166 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:166 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:166 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:166 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:166 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:166 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:166 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:166 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:166 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:166 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:166 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:166 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:166 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:167 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 134
47:50:167 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:181 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1507us
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:181 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:181 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:181 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:181 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:50:181 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:181 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:181 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:181 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:181 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:50:181 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:181 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:181 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:181 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:182 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef2c)
47:50:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:182 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:182 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:182 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:50:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:182 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:182 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:182 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:50:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:182 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:182 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:182 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:182 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:182 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 134
47:50:182 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5889us
47:50:182 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:183 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:183 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:183 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:183 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:183 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 135
47:50:183 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:198 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +761us
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:198 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:198 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:198 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:198 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:50:198 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:198 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:198 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:198 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:198 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:50:198 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:198 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:198 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:198 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:199 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef2c)
47:50:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:199 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:199 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:199 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:50:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:199 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:199 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:199 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:50:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:199 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:199 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:199 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:199 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:199 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 135
47:50:199 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4031us
47:50:200 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:200 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:200 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:200 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:200 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:200 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:200 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:200 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:200 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:200 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:200 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:200 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:200 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:200 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:200 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4213us
47:50:200 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:200 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:200 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 136
47:50:200 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:214 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7444us
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:214 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:214 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:214 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:214 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:50:214 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:214 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:214 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:214 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:214 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:50:214 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:214 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:214 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:214 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:215 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef2c)
47:50:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:215 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:215 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:215 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:50:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:215 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:215 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:215 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:50:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:215 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:215 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:215 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:215 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:215 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 136
47:50:216 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2523us
47:50:216 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:216 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:216 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +8041us
47:50:216 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:216 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:216 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:216 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:216 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:216 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:216 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:216 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:216 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:216 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:216 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:216 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:216 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:216 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:216 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +997us
47:50:216 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:216 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:216 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 137
47:50:216 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:231 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4127us
47:50:231 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:231 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:231 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:231 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:231 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:231 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:231 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:231 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:231 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:231 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:50:231 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:50:231 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:231 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:232 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:232 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:50:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:232 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:232 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:232 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef2c)
47:50:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:232 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:232 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:232 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:50:232 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:50:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:233 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:233 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:233 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:50:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:233 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:233 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:233 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:233 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:233 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 137
47:50:233 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5840us
47:50:233 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:233 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:233 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:233 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:233 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:233 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 138
47:50:233 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:248 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +811us
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:248 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:248 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:248 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:248 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:50:248 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:248 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:248 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:248 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:248 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:50:248 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:248 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:248 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:249 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:249 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:249 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef2c)
47:50:249 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:249 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:249 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:249 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:249 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:50:249 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:249 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:249 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:249 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:50:249 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:249 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:249 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:249 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:249 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:249 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +413us
47:50:250 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:250 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:250 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:250 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:250 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:250 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 138
47:50:250 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:250 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:250 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:250 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:250 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:250 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:250 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:250 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:250 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:250 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7781us
47:50:250 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:250 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:250 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 139
47:50:251 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:265 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7494us
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:265 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:265 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:265 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:265 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:50:265 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:265 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:265 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:265 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:265 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:50:265 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:266 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:266 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:266 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef2c)
47:50:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:266 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:266 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:266 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:50:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:266 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:266 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:50:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:266 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:266 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:267 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:267 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:267 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 139
47:50:267 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2473us
47:50:267 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:267 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4473us
47:50:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:267 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:267 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4566us
47:50:267 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:267 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 140
47:50:267 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:281 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4177us
47:50:281 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:281 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:281 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:281 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:281 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:281 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:281 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:281 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:281 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:281 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:50:281 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:50:281 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:281 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:281 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:281 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:281 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:50:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:282 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:282 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:282 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef2c)
47:50:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:282 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:282 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:282 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:50:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:282 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:282 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:282 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:50:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:283 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:283 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:283 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 140
47:50:283 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5790us
47:50:283 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:283 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7689us
47:50:283 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:283 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:283 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:283 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:283 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:283 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:283 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:283 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:283 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:283 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:283 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:283 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:283 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:283 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:283 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1350us
47:50:283 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:283 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 141
47:50:284 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:298 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +860us
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:298 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:298 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:298 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:298 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:50:298 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:298 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:298 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:298 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:298 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:50:298 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:298 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:298 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:298 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:299 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef2c)
47:50:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:299 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:299 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:299 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:50:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:299 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:299 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:299 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:50:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:299 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:299 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:299 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:299 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:299 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 141
47:50:300 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9106us
47:50:300 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:300 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:300 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 142
47:50:300 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:315 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7544us
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:315 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:315 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:315 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:315 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:50:315 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:315 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:315 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:315 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:315 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:50:315 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:315 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:315 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:316 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:316 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef2c)
47:50:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:316 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:316 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:316 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:50:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:316 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:316 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:316 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:50:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:316 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:316 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:316 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:316 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:316 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 142
47:50:317 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2423us
47:50:317 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:317 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +904us
47:50:317 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:317 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:317 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:317 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:317 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:317 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:317 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:317 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:317 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:317 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8134us
47:50:317 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:317 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:317 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 143
47:50:317 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:331 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4227us
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:331 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:331 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:331 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:331 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:50:331 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:331 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:331 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:331 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:331 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:50:331 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:331 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:331 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:331 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:332 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef2c)
47:50:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:332 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:332 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:332 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:50:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:332 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:332 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:332 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:50:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:332 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:332 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:333 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:333 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 143
47:50:333 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5740us
47:50:333 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:333 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4120us
47:50:333 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:333 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:333 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:333 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:333 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:333 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:333 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:333 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:333 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:333 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4918us
47:50:333 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:333 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:333 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 144
47:50:333 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:348 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +910us
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:348 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:348 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:348 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:348 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:50:348 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:348 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:348 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:348 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:348 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:50:348 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:348 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:349 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:349 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:349 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef2c)
47:50:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:349 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:349 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:349 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:50:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:349 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:349 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:349 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:50:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:349 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:349 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:349 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:350 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:350 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 144
47:50:350 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9057us
47:50:350 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:350 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:350 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7336us
47:50:350 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:350 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:350 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:350 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:350 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:350 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 145
47:50:350 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:365 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +16us
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:365 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:365 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:365 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:365 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:50:365 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:365 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:365 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:365 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:365 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:50:365 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:365 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:365 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:366 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:366 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef2c)
47:50:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:366 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:366 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:366 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:50:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:366 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:366 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:366 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:50:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:366 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:366 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:367 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +190us
47:50:367 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:367 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:367 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:367 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:367 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:367 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 145
47:50:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1702us
47:50:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:367 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 146
47:50:367 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:381 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4277us
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:381 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:381 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:381 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:381 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:50:381 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:381 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:381 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:381 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:381 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:50:381 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:381 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:381 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:382 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:382 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef2c)
47:50:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:382 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:382 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:50:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:382 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:382 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:382 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:50:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:382 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:382 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:382 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 146
47:50:382 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5690us
47:50:382 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:382 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:383 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +552us
47:50:383 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:383 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:383 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:383 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:383 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:383 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:383 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:383 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:383 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:383 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:383 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:383 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:383 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:383 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:383 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8486us
47:50:383 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:383 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:383 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 147
47:50:383 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:398 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +960us
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:398 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:398 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:398 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:398 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:50:398 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:398 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:398 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:398 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:398 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:50:398 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:398 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:399 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:399 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:399 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef2c)
47:50:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:399 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:399 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:399 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:50:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:399 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:399 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:399 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:50:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:399 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:399 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:399 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:400 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 147
47:50:400 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9007us
47:50:400 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:400 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +3768us
47:50:400 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:400 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:400 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:400 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:400 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:400 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:400 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:400 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:400 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:400 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 148
47:50:400 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:415 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2914us
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:415 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:415 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:415 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:415 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:50:415 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:415 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:415 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:415 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:415 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:50:415 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:416 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:416 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:416 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef2c)
47:50:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:416 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:416 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:416 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:50:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:416 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:416 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:416 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:50:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:416 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:417 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:417 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:417 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:417 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 148
47:50:417 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2323us
47:50:417 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:417 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:417 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:417 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:417 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:417 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 149
47:50:417 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:431 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4327us
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:431 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:431 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:431 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:431 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:50:431 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:431 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:431 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:431 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:431 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:50:431 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:431 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:431 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:432 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:432 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef2c)
47:50:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:432 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:432 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:50:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:432 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:432 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:432 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:50:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:432 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:432 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:432 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:432 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 149
47:50:433 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2625us
47:50:433 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:433 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:433 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:433 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:433 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:433 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:433 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:433 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:433 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:433 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2054us
47:50:433 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:433 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:433 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:433 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:433 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 150
47:50:433 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:448 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1010us
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:448 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:448 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:448 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:448 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:50:448 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:448 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:448 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:448 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:448 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:50:448 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:448 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:448 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:449 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:449 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:449 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef2c)
47:50:449 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:449 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:449 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:449 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:50:449 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:449 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:449 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:449 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:50:449 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:449 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:449 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:449 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:449 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 150
47:50:450 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8957us
47:50:450 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:450 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +200us
47:50:450 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:450 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:450 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:450 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:450 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:450 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:450 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:450 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:450 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:450 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 151
47:50:450 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:465 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6532us
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:465 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:465 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:465 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:465 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:50:465 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:465 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:465 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:465 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:465 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:50:465 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:465 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:466 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:466 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:466 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef2c)
47:50:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:466 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:466 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:466 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:50:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:466 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:466 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:466 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:50:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:467 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:467 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:467 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 151
47:50:467 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2274us
47:50:467 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:467 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:467 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:467 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +3416us
47:50:467 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:467 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:467 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:467 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:467 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:467 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:467 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:467 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 152
47:50:468 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:481 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +239us
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:481 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:481 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:481 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:481 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:50:481 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:481 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:481 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:481 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:481 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:50:481 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:482 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> sas thread (276->314, pc: 08a52a04->08a57c8c, GeDrawSync) +15us
47:50:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 0881393c->08000000, interrupt) +0us
47:50:482 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:482 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->0881393c, left interrupt) +0us
47:50:482 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:482 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> user_main (314->276, pc: 08a56880->08a52a04, blocking audio) +0us
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:482 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef2c)
47:50:482 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:482 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:482 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:482 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:482 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:50:482 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:482 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:482 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:482 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:50:482 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:483 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:483 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:483 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:483 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:483 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 152
47:50:483 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5590us
47:50:483 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:483 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:483 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:483 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:483 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:483 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 153
47:50:483 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:498 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1060us
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:498 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:498 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:498 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:498 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:50:498 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:498 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:498 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:498 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:498 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:50:498 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:498 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:498 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:498 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:499 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef2c)
47:50:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:499 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:499 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:499 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:50:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:499 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:499 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:499 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:50:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:499 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:499 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:499 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:499 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 153
47:50:500 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5539us
47:50:500 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:500 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:500 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:500 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:500 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:500 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:500 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:500 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:500 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:500 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:500 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:500 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:500 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:500 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:500 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2406us
47:50:500 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:500 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:500 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 154
47:50:500 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:515 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7743us
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:515 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:515 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:515 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:515 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:50:515 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:515 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:515 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:515 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:515 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:50:515 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:515 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:516 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:516 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:516 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef2c)
47:50:516 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:516 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:516 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:516 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:50:516 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:516 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:516 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:516 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:50:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:517 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:517 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:517 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 154
47:50:517 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2224us
47:50:517 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:517 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:517 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9848us
47:50:517 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:517 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +151us
47:50:517 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:517 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +88us
47:50:517 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:517 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:517 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:517 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:517 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:518 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:518 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:518 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 155
47:50:518 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:531 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3617us
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:531 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:531 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:531 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:531 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:50:531 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:531 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:531 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:531 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:531 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:50:531 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:531 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:531 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:531 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:532 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef2c)
47:50:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:532 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:532 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:532 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:50:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:532 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:532 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:532 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:50:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:532 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:532 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:532 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:532 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:532 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 155
47:50:532 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5540us
47:50:532 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:533 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:533 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:533 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:533 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:533 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 156
47:50:533 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:548 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1110us
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:548 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:548 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:548 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:548 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:50:548 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:548 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:548 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:548 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:548 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:50:548 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:548 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:548 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:549 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:549 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef2c)
47:50:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:549 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:549 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:549 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:50:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:549 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:549 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:549 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:50:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:549 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:549 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:549 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:549 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:549 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 156
47:50:549 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1921us
47:50:550 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:550 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:550 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:550 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:550 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:550 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:550 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:550 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:550 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:550 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5974us
47:50:550 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:550 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:550 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 157
47:50:550 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:565 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7793us
47:50:565 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:565 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:565 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:565 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:565 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:565 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:565 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:565 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:565 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:565 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:50:565 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:50:565 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:565 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:565 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:565 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:50:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:566 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:566 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef2c)
47:50:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:566 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:566 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:50:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:566 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:566 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:566 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:50:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:567 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:567 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:567 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 157
47:50:567 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2174us
47:50:567 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:567 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +6280us
47:50:567 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:567 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:567 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:567 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:567 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:567 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:567 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:567 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:567 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2758us
47:50:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:568 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:568 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 158
47:50:568 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:581 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4476us
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:581 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:581 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:581 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:581 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:50:581 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:581 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:581 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:581 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:581 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:50:581 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:581 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:581 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:582 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:582 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef2c)
47:50:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:582 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:582 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:582 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:50:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:582 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:582 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:50:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:582 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:582 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:582 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:582 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:582 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 158
47:50:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5491us
47:50:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:583 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:583 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9496us
47:50:583 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:583 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:583 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:583 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:583 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +23us
47:50:583 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:583 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +216us
47:50:583 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:583 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:583 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:583 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 159
47:50:583 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:598 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +702us
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:598 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:598 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:598 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:598 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:50:598 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:598 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:598 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:598 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:598 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:50:598 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:598 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:598 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:599 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:599 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef2c)
47:50:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:599 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:599 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:599 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:50:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:599 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:599 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:599 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:50:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:599 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:599 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:599 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 159
47:50:600 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8807us
47:50:600 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:600 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:600 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 160
47:50:600 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:615 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7843us
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:615 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:615 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:615 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:615 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:50:615 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:615 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:615 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:615 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:615 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:50:615 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:615 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:616 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:616 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef2c)
47:50:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:616 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:616 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:50:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:616 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:616 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:616 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:50:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:616 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:616 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:616 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:616 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 160
47:50:617 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2124us
47:50:617 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:617 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:617 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2712us
47:50:617 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:617 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:617 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:617 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:617 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:617 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:617 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:617 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:617 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:617 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:617 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:617 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:617 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:617 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:617 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6327us
47:50:617 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:617 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:617 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 161
47:50:617 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4526us
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:632 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:632 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:632 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:632 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:50:632 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:632 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:632 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:632 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:632 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:50:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:632 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:632 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:632 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:633 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef2c)
47:50:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:633 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:633 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:50:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:633 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:633 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:50:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:633 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:633 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:633 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:633 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:633 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 161
47:50:633 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5441us
47:50:634 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5927us
47:50:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:634 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:634 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3111us
47:50:634 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:634 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:634 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 162
47:50:634 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:648 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1209us
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:648 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:648 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:648 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:648 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:50:648 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:648 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:648 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:648 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:648 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:50:648 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:648 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:648 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:648 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:649 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef2c)
47:50:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:649 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:649 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:649 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:50:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:649 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:649 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:649 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:50:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:649 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:649 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:649 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:649 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:649 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 162
47:50:650 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8757us
47:50:650 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:650 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:650 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 163
47:50:650 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:665 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7893us
47:50:665 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:665 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:665 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:665 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:665 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:665 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:665 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:665 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:665 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:665 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:50:665 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:50:665 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:665 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:665 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:665 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:665 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:50:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:666 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:666 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:666 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef2c)
47:50:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:666 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:666 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:666 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:50:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:666 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:666 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:666 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:50:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:667 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:667 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:667 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:667 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:667 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 163
47:50:667 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1218us
47:50:667 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:667 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:667 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:667 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:667 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:667 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:667 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:667 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +135us
47:50:667 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:667 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +104us
47:50:667 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:667 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9895us
47:50:667 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:668 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 164
47:50:668 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:682 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4576us
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:682 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:682 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:682 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:682 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:50:682 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:682 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:682 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:682 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:682 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:50:682 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:682 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:682 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:683 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:683 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef2c)
47:50:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:683 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:683 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:683 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:50:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:683 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:683 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:683 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:50:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:683 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:683 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:683 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:683 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:684 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 164
47:50:684 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5391us
47:50:684 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:684 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:684 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2359us
47:50:684 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:684 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:684 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:684 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:684 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:684 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:684 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:684 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:684 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:684 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6679us
47:50:684 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:684 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 165
47:50:685 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:698 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1259us
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:698 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:698 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:698 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:698 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:50:698 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:698 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:698 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:698 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:698 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:50:698 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:698 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:699 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:699 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:699 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:699 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:699 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:699 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:50:699 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef2c)
47:50:699 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:699 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:699 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:699 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:699 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:699 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:699 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:699 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:50:699 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:50:699 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:699 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:700 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:700 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:50:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:700 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:700 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:700 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:700 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:700 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 165
47:50:700 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8708us
47:50:700 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:700 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:700 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5575us
47:50:700 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:700 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:700 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:700 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:700 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:700 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:700 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:700 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:700 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:700 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:701 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:701 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:701 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 166
47:50:701 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:715 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1406us
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:715 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:715 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:715 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:715 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:50:715 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:715 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:715 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:715 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:715 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:50:715 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:716 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:716 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:716 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef2c)
47:50:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:716 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:716 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:716 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:50:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:716 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:716 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:716 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:50:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:716 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:716 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:716 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:717 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 166
47:50:717 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2024us
47:50:717 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:717 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:717 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:717 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 167
47:50:717 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:732 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4626us
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:732 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:732 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:732 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:732 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:50:732 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:732 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:732 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:732 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:732 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:50:732 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:732 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:732 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:732 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:733 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef2c)
47:50:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:733 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:733 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:50:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:733 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:733 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:733 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:50:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:733 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:733 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:733 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:733 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:733 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 167
47:50:733 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4133us
47:50:733 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:734 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:734 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:734 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:734 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:734 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:734 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:734 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:734 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:734 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +247us
47:50:734 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:734 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:734 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:734 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 168
47:50:734 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:748 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1309us
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:748 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:748 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:748 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:748 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:50:748 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:748 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:748 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:748 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:748 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:50:748 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:748 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:748 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:748 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:749 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef2c)
47:50:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:749 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:749 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:749 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:50:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:749 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:749 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:749 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:50:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:749 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:749 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:749 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:749 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:749 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 168
47:50:749 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8658us
47:50:750 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:750 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:750 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2007us
47:50:750 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:750 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:750 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:750 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:750 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:750 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:750 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:750 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:750 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:750 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:750 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:750 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:750 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:750 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:750 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 169
47:50:750 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:765 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5024us
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:765 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:765 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:765 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:765 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:50:765 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:765 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:765 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:765 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:765 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:50:765 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:765 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:765 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:766 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:766 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef2c)
47:50:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:766 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:766 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:766 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:50:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:766 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:766 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:766 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:50:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:766 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:766 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:766 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:766 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:767 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 169
47:50:767 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1975us
47:50:767 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:767 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:767 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:767 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:767 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:767 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 170
47:50:767 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:782 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4675us
47:50:782 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:782 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:782 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:782 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:782 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:782 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:782 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:782 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:782 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:782 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:50:782 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:50:783 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:783 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:783 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:783 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:783 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:50:783 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:783 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:783 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:783 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:783 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:783 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:783 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:50:783 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef2c)
47:50:783 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:783 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:783 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:783 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:783 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:783 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:784 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:50:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:50:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:784 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:784 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:50:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:784 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:784 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:784 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:784 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:784 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +515us
47:50:784 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:784 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:784 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 170
47:50:784 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:784 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:784 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:784 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:784 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:784 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:784 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:784 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:784 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:785 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:785 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:785 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3815us
47:50:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:785 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:785 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:785 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 171
47:50:785 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:798 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1359us
47:50:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:798 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:798 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:798 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:798 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:798 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:798 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:50:798 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:50:798 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:798 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:798 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:798 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:798 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:50:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:799 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:799 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:799 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef2c)
47:50:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:799 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:799 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:799 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:50:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:799 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:799 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:50:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:799 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:800 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:800 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:800 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 171
47:50:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7047us
47:50:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:800 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:800 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:800 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:800 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:800 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:800 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:800 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:800 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:800 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +599us
47:50:800 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:800 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 172
47:50:800 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:815 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +8042us
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:815 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:815 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:815 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:815 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:50:815 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:815 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:815 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:815 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:815 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:50:815 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:816 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:816 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:816 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef2c)
47:50:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:816 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:816 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:816 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:50:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:816 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:816 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:816 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:50:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:816 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:816 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:817 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:817 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:817 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 172
47:50:817 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1925us
47:50:817 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:817 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:817 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:50:817 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:817 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:817 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1655us
47:50:817 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:817 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:817 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:817 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:817 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:817 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:817 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:817 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:817 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:817 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:817 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:817 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:817 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:817 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:817 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 173
47:50:818 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:832 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2109us
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:832 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:832 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:832 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:832 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:50:832 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:832 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:832 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:832 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:832 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:50:832 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:832 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:832 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:833 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:833 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef2c)
47:50:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:833 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:833 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:833 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:50:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:833 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:833 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:833 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:50:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:833 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:833 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:833 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:833 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:833 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 173
47:50:834 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5241us
47:50:834 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:834 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:834 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:834 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:834 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:834 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 174
47:50:834 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:848 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1409us
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:848 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:848 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:848 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:848 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:50:848 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:848 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:848 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:848 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:848 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:50:848 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:848 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:848 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:848 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:849 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef2c)
47:50:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:849 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:849 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:849 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:50:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:849 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:849 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:849 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:50:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:849 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:849 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:849 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:849 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:849 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 174
47:50:849 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3429us
47:50:850 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:850 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:850 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:850 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:850 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:850 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:850 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:850 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:850 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:850 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4167us
47:50:850 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:850 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 175
47:50:850 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:865 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8092us
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:865 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:865 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:865 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:865 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:50:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:865 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:865 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:865 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:865 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:50:865 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:865 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:865 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:866 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:866 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef2c)
47:50:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:866 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:866 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:866 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:50:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:866 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:866 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:866 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:50:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:866 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:866 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:866 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:867 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 175
47:50:867 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1875us
47:50:867 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:867 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +8087us
47:50:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:867 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:867 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +951us
47:50:867 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:867 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:867 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 176
47:50:867 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:882 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4775us
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:882 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:882 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:882 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:882 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:50:882 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:882 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:882 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:882 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:882 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:50:882 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:882 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:882 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:883 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:883 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef2c)
47:50:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:883 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:883 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:883 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:50:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:883 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:883 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:883 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:50:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:883 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:883 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:883 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:883 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:883 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 176
47:50:884 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5192us
47:50:884 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:884 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:884 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:50:884 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:884 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:884 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1303us
47:50:884 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:884 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:884 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 177
47:50:884 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:898 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +155us
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:898 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:898 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:898 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:898 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:50:898 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:898 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:898 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:898 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:898 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:50:898 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:899 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:899 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:899 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef2c)
47:50:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:899 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:899 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:899 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:50:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:899 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:899 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:899 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:50:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:899 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:900 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:900 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:900 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:900 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +52us
47:50:900 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:900 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:900 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:900 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:900 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:900 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:900 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:900 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:900 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 177
47:50:900 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:900 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:900 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:900 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7736us
47:50:900 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:900 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:901 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 178
47:50:901 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:915 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +8142us
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:915 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:915 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:915 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:915 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:50:915 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:915 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:915 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:915 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:915 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:50:915 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:916 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:916 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:916 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef2c)
47:50:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:916 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:916 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:916 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:50:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:916 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:916 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:916 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:50:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:917 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:917 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:917 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 178
47:50:917 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1825us
47:50:917 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:917 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4519us
47:50:917 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:917 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:917 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:917 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:917 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:917 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:917 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:917 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:917 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:917 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:917 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:50:917 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:50:917 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:917 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:50:917 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4520us
47:50:917 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:918 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:918 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 179
47:50:918 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:932 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4825us
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:932 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:932 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:932 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:932 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:50:932 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:932 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:932 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:932 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:932 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:50:932 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:933 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:933 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef2c)
47:50:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:933 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:933 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:50:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:933 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:933 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:933 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:50:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:933 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:933 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:934 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:934 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 179
47:50:934 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5142us
47:50:934 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:934 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:934 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7734us
47:50:934 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:934 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:934 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:934 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:934 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:934 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:934 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:934 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:934 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:934 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1304us
47:50:934 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:934 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:934 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 180
47:50:934 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:948 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1508us
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:948 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:948 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:948 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:948 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:50:948 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:948 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:948 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:948 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:948 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:50:948 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:948 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:949 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:949 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:949 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef2c)
47:50:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:949 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:949 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:949 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:50:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:949 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:949 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:50:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:949 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:949 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:950 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:950 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:950 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 180
47:50:950 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8458us
47:50:950 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:950 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:950 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 181
47:50:950 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:965 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +8192us
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:965 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:965 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:965 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:965 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:50:965 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:965 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:965 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:965 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:965 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:50:965 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:965 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:966 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:966 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:966 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef2c)
47:50:966 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:966 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:966 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:966 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:50:966 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:966 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:966 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:50:966 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:50:966 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:966 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:966 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:967 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:967 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:967 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 181
47:50:967 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1775us
47:50:967 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:967 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:967 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +950us
47:50:967 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:50:967 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:967 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:967 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:50:967 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:967 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:967 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:50:967 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:967 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:967 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:50:967 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:967 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:967 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:50:967 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:967 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8088us
47:50:967 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:967 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:967 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 182
47:50:967 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:50:982 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4875us
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:982 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:50:982 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:982 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:982 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:50:982 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:982 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:982 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:982 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:982 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:50:982 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:982 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:982 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:50:982 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:983 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef2c)
47:50:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:50:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:50:983 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:983 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:50:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:983 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:983 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:50:983 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:50:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:50:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:50:983 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:50:983 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:50:983 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:50:983 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 182
47:50:983 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5092us
47:50:984 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:50:984 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4166us
47:50:984 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:50:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:984 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:984 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:50:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:984 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:984 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:50:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:984 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:984 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:50:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:50:984 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:50:984 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:50:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:50:984 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4872us
47:50:984 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:50:984 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:50:984 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 183
47:50:984 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:50:999 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1558us
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:50:999 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:50:999 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:50:999 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:50:999 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:50:999 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:50:999 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:50:999 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:50:999 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:50:999 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:50:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:000 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:000 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:000 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef2c)
47:51:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:000 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:000 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:000 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:51:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:000 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:000 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:51:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:000 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:000 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:001 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:001 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 183
47:51:001 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8409us
47:51:001 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:001 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7382us
47:51:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:001 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 184
47:51:001 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:015 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +138us
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:015 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:015 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:015 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:015 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:51:015 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:015 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:015 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:015 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:015 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:51:015 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:015 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:015 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:016 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:016 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef2c)
47:51:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:016 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:016 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:51:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:016 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:016 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:016 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:51:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:016 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:016 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:016 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +69us
47:51:017 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:017 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:017 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 184
47:51:017 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1656us
47:51:017 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:017 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:017 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:017 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:017 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:017 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 185
47:51:017 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:032 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4925us
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:032 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:032 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:032 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:032 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:51:032 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:032 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:032 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:032 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:032 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:51:032 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:032 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:032 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:033 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:033 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef2c)
47:51:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:033 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:033 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:033 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:51:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:033 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:033 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:033 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:51:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:033 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:033 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:033 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:034 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 185
47:51:034 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5042us
47:51:034 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:034 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +598us
47:51:034 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:034 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:034 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:034 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:034 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:034 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:034 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:034 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:034 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:034 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8440us
47:51:034 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:034 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:034 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 186
47:51:034 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:049 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1608us
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:049 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:049 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:049 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:049 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:51:049 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:049 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:049 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:049 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:049 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:51:049 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:049 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:049 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:050 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:050 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef2c)
47:51:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:050 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:050 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:51:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:050 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:050 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:050 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:51:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:050 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:050 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:050 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 186
47:51:051 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8359us
47:51:051 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:051 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +3814us
47:51:051 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:051 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:051 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:051 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:051 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:051 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:051 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:051 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:051 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:051 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 187
47:51:051 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:065 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3516us
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:065 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:065 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:065 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:065 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:51:065 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:065 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:065 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:065 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:065 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:51:065 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:066 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:066 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:066 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef2c)
47:51:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:066 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:066 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:066 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:51:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:066 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:066 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:066 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:51:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:066 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:066 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:067 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:067 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:067 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 187
47:51:067 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1675us
47:51:067 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:067 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:067 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:067 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:067 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:067 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 188
47:51:067 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:082 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4975us
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:082 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:082 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:082 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:082 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:51:082 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:082 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:082 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:082 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:082 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:51:082 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:082 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:082 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:083 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:083 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef2c)
47:51:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:083 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:083 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:083 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:51:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:083 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:083 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:083 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:51:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:083 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:083 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:083 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:083 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 188
47:51:084 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2023us
47:51:084 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:084 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:084 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:084 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:084 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:084 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:084 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:084 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:084 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:084 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:084 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:084 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:084 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:084 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:084 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2008us
47:51:084 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:084 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:084 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:084 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:084 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:084 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 189
47:51:084 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:099 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1658us
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:099 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:099 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:099 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:099 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:51:099 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:099 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:099 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:099 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:099 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:51:099 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:099 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:099 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:100 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:100 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef2c)
47:51:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:100 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:100 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:100 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:51:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:100 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:100 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:100 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:51:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:100 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:100 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:100 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:100 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:100 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 189
47:51:101 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8309us
47:51:101 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:101 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:101 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +246us
47:51:101 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:101 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:101 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:101 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:101 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:101 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:101 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:101 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:101 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:101 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:101 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:101 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:101 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:101 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:101 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 190
47:51:101 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:115 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7134us
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:115 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:115 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:115 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:115 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:51:115 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:115 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:115 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:115 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:115 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:51:115 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:115 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:116 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:116 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:116 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:116 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef2c)
47:51:116 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:116 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:116 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:116 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:116 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:51:116 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:116 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:116 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:116 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:51:116 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:116 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:116 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:116 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:117 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 190
47:51:117 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1626us
47:51:117 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:117 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:117 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:117 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +3462us
47:51:117 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:117 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:117 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:117 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:117 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:117 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:117 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:117 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:117 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:117 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:117 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 191
47:51:117 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:132 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +601us
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:132 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:132 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:132 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:132 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:51:132 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:132 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:132 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:132 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:132 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:51:132 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:132 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:133 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:133 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef2c)
47:51:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:133 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:133 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:51:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:133 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:133 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:133 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:51:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:133 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:133 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:133 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:133 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:134 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 191
47:51:134 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4942us
47:51:134 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:134 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:134 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:134 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:134 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:134 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 192
47:51:134 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:149 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1708us
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:149 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:149 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:149 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:149 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:51:149 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:149 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:149 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:149 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:149 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:51:149 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:149 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:150 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:150 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef2c)
47:51:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:150 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:150 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:150 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:51:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:150 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:150 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:150 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:51:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:151 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:151 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:151 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 192
47:51:151 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4937us
47:51:151 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:151 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:151 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:151 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:151 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:151 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:151 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:151 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:151 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:151 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2360us
47:51:151 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:151 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:151 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 193
47:51:151 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:165 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8391us
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:165 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:165 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:165 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:165 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:51:165 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:165 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:165 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:165 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:165 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:51:165 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:165 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:166 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:166 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:166 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef2c)
47:51:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:166 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:166 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:166 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:51:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:166 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:166 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:166 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:51:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:166 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:166 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:166 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:166 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:167 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 193
47:51:167 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1576us
47:51:167 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:167 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:167 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9894us
47:51:167 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:167 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:167 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +105us
47:51:167 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:167 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:167 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +134us
47:51:167 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:167 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:167 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:167 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:167 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:167 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:167 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:167 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:167 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:167 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:167 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:167 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 194
47:51:167 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:182 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4219us
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:182 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:182 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:182 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:182 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:51:182 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:182 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:182 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:182 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:182 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:51:182 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:182 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:183 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:183 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:183 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef2c)
47:51:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:183 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:183 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:183 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:51:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:183 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:183 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:183 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:51:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:183 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:183 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:183 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:183 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:184 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 194
47:51:184 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4893us
47:51:184 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:184 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:184 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:184 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:184 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:184 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 195
47:51:184 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:199 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1758us
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:199 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:199 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:199 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:199 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:51:199 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:199 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:199 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:199 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:199 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:51:199 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:199 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:199 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:199 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:200 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef2c)
47:51:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:200 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:200 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:200 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:51:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:200 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:200 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:200 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:51:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:200 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:200 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:200 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:200 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:200 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 195
47:51:200 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1319us
47:51:200 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:201 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:201 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:201 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:201 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:201 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:201 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:201 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:201 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:201 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:201 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:201 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:201 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:201 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:201 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5928us
47:51:201 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:201 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:201 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 196
47:51:201 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:215 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8441us
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:215 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:215 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:215 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:215 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:51:215 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:215 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:215 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:215 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:215 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:51:215 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:216 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:216 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:216 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:216 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef2c)
47:51:216 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:216 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:216 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:216 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:216 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:51:216 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:216 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:216 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:216 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:51:216 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:217 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:217 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:217 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 196
47:51:217 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1526us
47:51:217 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:217 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +6326us
47:51:217 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:217 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:217 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:217 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:217 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:217 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:217 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:217 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:217 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:217 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2713us
47:51:217 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:217 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:218 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 197
47:51:218 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:232 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +5124us
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:232 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:232 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:232 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:232 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:51:232 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:232 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:232 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:232 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:232 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:51:232 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:232 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:233 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:233 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:233 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef2c)
47:51:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:233 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:233 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:233 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:51:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:233 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:233 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:233 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:51:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:233 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:233 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:233 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:234 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:234 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 197
47:51:234 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4843us
47:51:234 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:234 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:234 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9542us
47:51:234 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:234 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:234 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:234 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:234 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:234 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +217us
47:51:234 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:234 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:234 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +22us
47:51:234 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:234 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:234 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:234 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:234 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:234 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:234 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:234 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:234 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 198
47:51:234 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:249 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1304us
47:51:249 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:249 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:249 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:249 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:249 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:249 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:249 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:249 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:249 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:249 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:51:249 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:51:249 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:250 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:250 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:250 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:250 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:51:250 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:250 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:250 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:250 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:250 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:250 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:250 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:250 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:51:250 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef2c)
47:51:250 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:250 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:250 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:250 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:251 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:251 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:251 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:51:251 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:51:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:251 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:251 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:251 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:51:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:251 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:251 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:251 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:251 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:251 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 198
47:51:251 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8159us
47:51:251 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:251 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:251 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 199
47:51:251 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:265 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8491us
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:265 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:265 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:265 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:265 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:51:265 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:265 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:265 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:265 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:265 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:51:265 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:265 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:265 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:266 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:266 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef2c)
47:51:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:266 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:266 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:266 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:51:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:266 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:266 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:51:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:266 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:266 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:266 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:266 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:266 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 199
47:51:266 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1476us
47:51:267 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:267 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2757us
47:51:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:267 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:267 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:267 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:267 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6281us
47:51:267 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:267 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:267 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 200
47:51:267 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:282 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5174us
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:282 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:282 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:282 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:282 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:51:282 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:282 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:282 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:282 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:282 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:51:282 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:282 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:282 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:282 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:283 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef2c)
47:51:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:283 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:283 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:51:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:283 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:283 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:283 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:51:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:283 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:283 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:283 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 200
47:51:284 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4793us
47:51:284 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:284 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:284 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5973us
47:51:284 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:284 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:284 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:284 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:284 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:284 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:284 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:284 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:284 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:284 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:284 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:284 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:284 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:284 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:284 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3065us
47:51:284 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:284 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:284 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 201
47:51:284 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:299 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1857us
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:299 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:299 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:299 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:299 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:51:299 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:299 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:299 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:299 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:299 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:51:299 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:300 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:300 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:300 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef2c)
47:51:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:300 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:300 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:300 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:51:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:300 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:300 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:300 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:51:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:300 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:301 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:301 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:301 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:301 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 201
47:51:301 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8110us
47:51:301 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:301 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:301 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 202
47:51:301 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:316 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8540us
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:316 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:316 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:316 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:316 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:51:316 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:316 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:316 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:316 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:316 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:51:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:316 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:316 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:317 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:317 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef2c)
47:51:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:317 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:317 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:51:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:317 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:317 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:317 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:51:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:317 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:317 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:317 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:317 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:317 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +616us
47:51:317 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:317 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:317 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 202
47:51:318 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:318 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:318 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:318 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:318 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:318 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:318 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:318 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:318 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:318 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +89us
47:51:318 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:318 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:318 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +150us
47:51:318 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:318 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:318 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9849us
47:51:318 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:318 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:318 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 203
47:51:318 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:332 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5224us
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:332 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:332 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:332 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:332 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:51:332 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:332 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:332 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:332 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:332 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:51:332 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:332 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:333 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:333 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef2c)
47:51:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:333 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:333 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:51:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:333 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:333 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:333 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:51:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:333 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:333 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:333 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:334 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:334 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 203
47:51:334 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4743us
47:51:334 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:334 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:334 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2405us
47:51:334 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:334 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:334 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:334 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:334 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:334 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:334 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:334 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:334 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:334 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:334 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:334 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:334 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:334 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:334 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6633us
47:51:334 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:334 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:334 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 204
47:51:334 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:349 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1907us
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:349 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:349 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:349 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:349 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:51:349 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:349 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:349 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:349 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:349 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:51:349 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:350 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:350 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:350 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef2c)
47:51:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:350 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:350 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:350 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:51:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:350 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:350 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:350 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:51:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:350 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:351 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:351 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:351 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:351 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 204
47:51:351 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8060us
47:51:351 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:351 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:351 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5621us
47:51:351 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:351 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:351 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:351 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:351 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:351 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:351 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:351 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:351 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:351 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 205
47:51:351 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:366 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2008us
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:366 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:366 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:366 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:366 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:51:366 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:366 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:366 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:366 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:366 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:51:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:366 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:366 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:367 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef2c)
47:51:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:367 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:367 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:51:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:367 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:367 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:51:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:367 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:368 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:368 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 205
47:51:368 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1376us
47:51:368 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:368 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:368 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:368 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:368 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:368 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 206
47:51:368 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:382 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5274us
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:382 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:382 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:382 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:382 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:51:382 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:382 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:382 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:382 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:382 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:51:382 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:382 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:382 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:383 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:383 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef2c)
47:51:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:383 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:383 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:383 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:51:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:383 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:383 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:383 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:51:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:383 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:383 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:383 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:383 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:383 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 206
47:51:384 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3531us
47:51:384 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:384 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:384 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:384 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:384 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:384 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:384 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:384 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:384 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:384 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:384 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:384 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:384 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:384 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:384 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +201us
47:51:384 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:384 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:384 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:384 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:384 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:384 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 207
47:51:384 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:399 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1957us
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:399 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:399 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:399 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:399 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:51:399 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:399 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:399 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:399 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:399 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:51:399 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:399 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:399 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:400 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:400 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef2c)
47:51:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:400 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:400 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:400 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:51:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:400 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:400 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:400 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:51:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:400 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:400 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:400 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:400 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 207
47:51:401 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8010us
47:51:401 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:401 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:401 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2053us
47:51:401 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:401 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:401 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:401 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:401 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:401 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:401 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:401 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:401 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:401 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:401 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:401 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:401 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:401 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:401 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 208
47:51:401 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:416 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +5626us
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:416 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:416 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:416 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:416 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:51:416 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:416 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:416 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:416 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:416 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:51:416 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:416 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:416 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:416 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:417 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef2c)
47:51:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:417 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:417 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:417 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:51:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:417 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:417 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:417 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:51:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:417 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:417 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:417 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:417 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:417 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 208
47:51:417 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1327us
47:51:417 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:418 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:418 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:418 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:418 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:418 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5269us
47:51:418 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:418 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:418 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 209
47:51:418 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:432 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +54us
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:432 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:432 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:432 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:432 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:51:432 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:432 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:432 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:432 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:432 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:51:432 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:432 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:432 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:433 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:433 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef2c)
47:51:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:433 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:433 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:433 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:51:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:433 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:433 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:433 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:51:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:433 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:433 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:434 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +153us
47:51:434 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:434 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:434 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:434 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:434 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:434 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:434 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:434 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:434 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 209
47:51:434 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:434 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:434 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:434 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3769us
47:51:434 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:434 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:434 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:434 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:434 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:434 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 210
47:51:434 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:449 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2007us
47:51:449 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:449 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:449 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:449 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:449 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:449 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:449 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:449 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:449 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:449 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:51:449 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:51:449 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:449 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:449 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:449 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:51:450 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:450 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:450 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:450 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef2c)
47:51:450 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:450 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:450 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:450 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:450 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:450 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:51:451 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:51:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:451 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:451 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:451 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:51:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:451 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:451 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:451 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:451 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:451 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 210
47:51:451 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6445us
47:51:451 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:451 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:451 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:451 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:451 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:451 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:451 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:451 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:452 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:452 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:452 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +553us
47:51:452 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:452 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:452 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 211
47:51:452 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:466 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8690us
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:466 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:466 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:466 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:466 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:51:466 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:466 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:466 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:466 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:466 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:51:466 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:467 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:467 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:467 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:467 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef2c)
47:51:467 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:467 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:467 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:467 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:467 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:51:467 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:467 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:467 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:467 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:51:467 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:467 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:467 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:468 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:468 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:468 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 211
47:51:468 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1277us
47:51:468 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:468 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:468 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:468 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:468 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:468 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1701us
47:51:468 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:468 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:468 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:468 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:468 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:468 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:468 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:468 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:468 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:468 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:468 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:468 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:468 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:469 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:469 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 212
47:51:469 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:482 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2711us
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:483 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:483 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:483 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:483 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:51:483 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:483 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:483 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:483 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:483 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:483 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:483 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:483 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:483 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:483 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:483 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:484 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:51:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef2c)
47:51:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:484 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:484 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:484 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:484 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:484 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:484 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:51:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:51:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:484 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:484 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:51:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:484 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:484 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:484 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:484 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:484 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 212
47:51:484 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4593us
47:51:484 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:484 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:485 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:485 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:485 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:485 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 213
47:51:485 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:499 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2057us
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:499 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:499 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:499 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:499 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:51:499 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:499 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:499 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:499 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:499 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:51:499 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:499 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:500 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:500 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:500 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef2c)
47:51:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:500 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:500 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:500 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:51:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:500 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:500 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:500 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:51:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:501 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:501 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:501 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 213
47:51:501 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2827us
47:51:501 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:501 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:501 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:501 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:501 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:501 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:501 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:501 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:501 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:501 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4121us
47:51:501 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:501 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 214
47:51:501 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:516 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +8740us
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:516 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:516 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:516 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:516 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:51:516 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:516 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:516 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:516 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:516 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:51:516 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:516 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:516 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:516 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:517 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef2c)
47:51:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:517 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:517 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:51:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:517 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:517 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:517 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:51:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:517 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:517 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:518 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 214
47:51:518 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1227us
47:51:518 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:518 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:518 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +8133us
47:51:518 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:518 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:518 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:518 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:518 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:518 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:518 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:518 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:518 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:518 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +905us
47:51:518 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:518 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:518 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 215
47:51:518 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:532 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5423us
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:532 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:532 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:532 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:532 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:51:532 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:532 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:532 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:532 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:532 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:51:532 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:532 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:532 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:532 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:533 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef2c)
47:51:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:533 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:533 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:533 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:51:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:533 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:533 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:533 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:51:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:533 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:533 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:533 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:533 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:533 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 215
47:51:533 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4544us
47:51:533 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:533 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:534 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:534 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:534 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1349us
47:51:534 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:534 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:534 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:534 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:534 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:534 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:534 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:534 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 216
47:51:534 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:549 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +37us
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:549 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:549 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:549 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:549 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:51:549 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:549 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:549 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:549 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:549 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:51:549 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:550 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:550 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef2c)
47:51:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:550 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:550 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:51:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:550 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:550 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:550 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:51:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:551 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:551 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:551 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:551 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +170us
47:51:551 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:551 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:551 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 216
47:51:551 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7690us
47:51:551 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:551 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:551 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 217
47:51:551 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:566 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8790us
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:566 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:566 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:566 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:566 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:51:566 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:566 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:566 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:566 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:566 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:51:566 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:566 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:566 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:567 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:567 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef2c)
47:51:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:567 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:567 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:567 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:51:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:567 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:567 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:567 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:51:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:567 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:567 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:567 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:567 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 217
47:51:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1177us
47:51:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:568 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:568 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4565us
47:51:568 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:568 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:568 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:568 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:568 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:568 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:568 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:568 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:568 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4474us
47:51:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:568 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 218
47:51:568 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:582 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5473us
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:582 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:582 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:582 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:582 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:51:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:582 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:582 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:582 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:582 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:51:582 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:582 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:583 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:583 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef2c)
47:51:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:583 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:583 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:51:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:583 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:583 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:583 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:51:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:583 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:583 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:583 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:584 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 218
47:51:584 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4494us
47:51:584 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:584 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:584 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7780us
47:51:584 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:584 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:584 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:584 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:584 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:584 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:584 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:584 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:584 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:584 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1258us
47:51:584 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:584 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:584 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 219
47:51:584 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:599 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2156us
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:599 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:599 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:599 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:599 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:51:599 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:599 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:599 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:599 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:599 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:51:599 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:599 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:599 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:600 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:600 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef2c)
47:51:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:600 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:600 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:600 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:51:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:600 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:600 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:600 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:51:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:600 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:600 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:600 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:600 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:600 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 219
47:51:601 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7810us
47:51:601 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:601 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:601 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 220
47:51:601 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:616 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8840us
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:616 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:616 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:616 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:616 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:51:616 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:616 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:616 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:616 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:616 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:51:616 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:616 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:616 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:617 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:617 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef2c)
47:51:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:617 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:617 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:617 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:51:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:617 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:617 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:617 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:51:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:617 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:617 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:617 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:618 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 220
47:51:618 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1127us
47:51:618 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:618 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +996us
47:51:618 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:618 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:618 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:618 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:618 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:618 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:618 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:618 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:618 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:618 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8042us
47:51:618 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:618 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:618 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 221
47:51:618 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:632 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +5523us
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:632 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:632 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:632 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:632 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:51:632 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:632 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:632 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:632 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:632 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:51:632 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:632 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:632 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:633 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:633 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef2c)
47:51:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:633 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:633 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:633 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:51:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:633 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:633 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:51:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:633 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:633 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:633 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:633 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:633 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 221
47:51:634 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4444us
47:51:634 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4212us
47:51:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:634 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:634 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:634 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:634 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4826us
47:51:634 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:634 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:634 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 222
47:51:634 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:649 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2206us
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:649 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:649 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:649 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:649 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:51:649 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:649 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:649 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:649 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:649 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:51:649 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:649 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:649 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:650 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:650 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef2c)
47:51:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:650 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:650 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:650 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:51:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:650 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:650 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:650 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:51:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:650 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:650 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:650 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:650 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:650 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 222
47:51:651 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7761us
47:51:651 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:651 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:651 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7428us
47:51:651 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:651 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:651 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:651 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:651 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:651 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:651 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:651 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:651 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:651 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:651 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:651 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:651 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:651 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:651 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 223
47:51:651 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:666 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +500us
47:51:666 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:666 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:666 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:666 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:666 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:666 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:666 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:666 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:666 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:51:666 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:51:666 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:666 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:666 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:666 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:51:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:667 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:667 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef2c)
47:51:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:667 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:667 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:667 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:51:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:667 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:667 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:667 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:51:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:668 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:668 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:668 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:668 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:668 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 223
47:51:668 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1077us
47:51:668 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:668 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:668 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:668 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:668 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:668 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 224
47:51:668 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:683 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5573us
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:683 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:683 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:683 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:683 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:51:683 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:683 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:683 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:683 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:683 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:51:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:683 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:684 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:684 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef2c)
47:51:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:684 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:684 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:51:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:684 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:684 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:51:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:684 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:684 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:685 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 224
47:51:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4394us
47:51:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +644us
47:51:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:685 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8394us
47:51:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:685 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:685 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 225
47:51:685 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:699 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2256us
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:699 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:699 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:699 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:699 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:51:699 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:699 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:699 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:699 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:699 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:51:699 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:699 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:700 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:700 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:700 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef2c)
47:51:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:700 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:700 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:700 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:51:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:700 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:700 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:700 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:51:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:701 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:701 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:701 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:701 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:701 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 225
47:51:701 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7711us
47:51:701 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:701 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3860us
47:51:701 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:701 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:701 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:701 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:701 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:701 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:701 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:701 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:701 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:701 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:701 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 226
47:51:702 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:716 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4118us
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:716 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:716 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:716 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:716 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:51:716 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:716 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:716 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:716 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:716 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:51:716 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:716 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:716 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:717 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:717 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef2c)
47:51:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:717 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:717 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:717 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:51:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:717 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:717 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:717 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:51:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:717 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:717 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:717 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 226
47:51:717 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1028us
47:51:718 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:718 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:718 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:718 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:718 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:718 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 227
47:51:718 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:733 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +5623us
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:733 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:733 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:733 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:733 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:51:733 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:733 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:733 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:733 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:733 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:51:733 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:733 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:733 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:733 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:734 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef2c)
47:51:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:734 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:734 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:51:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:734 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:734 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:734 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:51:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:734 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:734 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:734 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:734 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:734 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 227
47:51:734 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1421us
47:51:734 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:734 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:734 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:734 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:735 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:735 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:735 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:735 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:735 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:735 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:735 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:735 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:735 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:735 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:735 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1962us
47:51:735 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:735 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:735 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:51:735 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:735 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:735 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 228
47:51:735 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:749 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2306us
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:749 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:749 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:749 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:749 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:51:749 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:749 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:749 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:749 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:749 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:51:749 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:749 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:749 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:749 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:750 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef2c)
47:51:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:750 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:750 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:750 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:51:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:750 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:750 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:750 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:51:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:750 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:750 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:750 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:750 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:750 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 228
47:51:750 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7661us
47:51:750 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:750 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:751 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +292us
47:51:751 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:751 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:751 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:751 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:751 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:751 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:751 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:751 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:751 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:751 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:751 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:751 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:751 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:751 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:51:751 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 229
47:51:751 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:766 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7736us
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:766 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:766 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:766 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:766 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:51:766 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:766 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:766 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:766 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:766 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:51:766 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:766 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:767 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:767 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:767 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef2c)
47:51:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:767 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:767 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:767 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:51:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:767 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:767 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:767 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:51:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:767 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:767 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:768 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:768 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:768 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 229
47:51:768 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +978us
47:51:768 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:768 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:768 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:768 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:768 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:768 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3508us
47:51:768 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:768 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:768 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:768 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:768 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:768 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:768 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:768 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:768 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:768 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:768 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:768 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:768 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:768 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:769 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 230
47:51:769 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:783 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1203us
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:783 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:783 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:783 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:783 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:51:783 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:783 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:783 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:783 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:783 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:51:783 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:783 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:783 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:784 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:784 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef2c)
47:51:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:784 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:784 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:784 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:51:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:784 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:784 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:51:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:784 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:784 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:784 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:784 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:784 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 230
47:51:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4294us
47:51:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:785 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:785 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:785 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:785 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 231
47:51:785 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:799 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2356us
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:799 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:799 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:799 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:799 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:51:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:799 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:799 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:799 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:799 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:51:799 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:800 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:800 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef2c)
47:51:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:800 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:800 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:51:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:800 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:800 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:800 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:51:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:800 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:800 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:801 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:801 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:801 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 231
47:51:801 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4335us
47:51:801 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:801 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:801 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:801 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:801 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:801 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:801 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:801 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:801 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:801 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:801 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:801 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:801 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:801 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:801 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2314us
47:51:801 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:801 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:801 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 232
47:51:801 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:816 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9039us
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:816 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:816 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:816 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:816 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:51:816 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:816 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:816 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:816 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:816 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:51:816 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:816 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:817 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:817 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:817 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef2c)
47:51:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:817 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:817 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:817 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:51:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:817 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:817 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:817 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:51:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:817 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:817 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:817 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:817 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:817 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 232
47:51:818 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +928us
47:51:818 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:818 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:818 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9940us
47:51:818 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:818 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:818 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +59us
47:51:818 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:818 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:818 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +180us
47:51:818 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:818 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:818 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:818 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:818 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:818 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:818 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:818 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:818 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:818 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:818 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:818 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 233
47:51:818 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:833 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4821us
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:833 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:833 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:833 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:833 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:51:833 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:833 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:833 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:833 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:833 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:51:833 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:833 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:834 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:834 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:834 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef2c)
47:51:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:834 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:834 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:834 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:51:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:834 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:834 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:834 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:51:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:834 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:834 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:835 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:835 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:835 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 233
47:51:835 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4245us
47:51:835 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:835 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:835 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:51:835 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:835 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:835 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 234
47:51:835 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:849 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2405us
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:849 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:849 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:849 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:849 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:51:849 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:849 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:849 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:849 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:849 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:51:849 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:849 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:849 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:850 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:850 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef2c)
47:51:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:850 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:850 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:51:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:850 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:850 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:850 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:51:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:850 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:850 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:850 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:850 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:850 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 234
47:51:851 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +717us
47:51:851 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:851 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:851 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:851 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:851 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:851 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:851 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:851 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:851 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:851 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:851 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:851 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:851 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:851 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:851 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5883us
47:51:851 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:851 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:851 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 235
47:51:851 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:866 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9089us
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:866 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:866 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:866 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:866 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:51:866 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:866 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:866 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:866 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:866 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:51:866 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:866 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:866 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:866 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:866 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:866 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:867 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:51:867 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef2c)
47:51:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:867 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:867 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:867 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:867 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:867 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:867 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:51:867 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:51:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:867 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:867 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:867 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:51:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:867 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:867 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:867 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:867 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 235
47:51:867 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +878us
47:51:867 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:867 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:867 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6372us
47:51:867 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:868 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:868 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:868 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:868 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:868 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:868 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:868 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:868 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:868 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:868 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:868 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:868 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:868 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:868 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2667us
47:51:868 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:868 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:868 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 236
47:51:868 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:883 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5772us
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:883 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:883 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:883 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:883 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:51:883 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:883 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:883 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:883 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:883 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:51:883 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:884 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:884 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:884 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:884 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef2c)
47:51:884 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:884 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:884 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:884 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:884 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:51:884 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:884 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:884 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:884 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:51:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:885 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:885 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:885 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:885 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:885 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 236
47:51:885 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4195us
47:51:885 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:885 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:885 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9587us
47:51:885 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:885 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:885 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:885 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:885 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:885 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +171us
47:51:885 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:885 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:885 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +68us
47:51:885 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:885 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:885 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:885 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:885 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:885 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:885 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:886 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:886 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 237
47:51:886 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:899 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1906us
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:899 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:899 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:899 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:899 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:51:899 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:899 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:899 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:899 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:899 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:51:899 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:899 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:899 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:900 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:900 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef2c)
47:51:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:900 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:900 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:900 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:51:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:900 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:900 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:900 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:51:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:900 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:900 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:900 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:900 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:900 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 237
47:51:901 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7511us
47:51:901 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:901 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:901 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 238
47:51:901 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:916 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9139us
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:916 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:916 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:916 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:916 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:51:916 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:916 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:916 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:916 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:916 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:51:916 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:916 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:916 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:917 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:917 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef2c)
47:51:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:917 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:917 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:917 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:51:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:917 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:917 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:917 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:51:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:917 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:917 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:917 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 238
47:51:918 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +828us
47:51:918 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:918 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:918 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2803us
47:51:918 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:918 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:918 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:918 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:918 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:918 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:918 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:918 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:918 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:918 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:918 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:918 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:918 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:918 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:918 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6235us
47:51:918 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:918 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:918 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 239
47:51:918 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:933 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +5822us
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:933 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:933 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:933 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:933 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:51:933 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:933 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:933 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:933 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:933 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:51:933 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:933 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:934 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:934 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:934 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef2c)
47:51:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:934 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:934 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:934 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:51:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:934 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:934 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:934 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:51:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:934 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:935 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:935 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:935 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 239
47:51:935 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4145us
47:51:935 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:935 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:935 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6019us
47:51:935 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:935 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:935 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:935 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:935 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:935 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:935 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:935 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:935 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:935 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:935 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:935 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:935 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:935 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:935 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3019us
47:51:935 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:935 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:935 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 240
47:51:936 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:949 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2505us
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:949 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:949 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:949 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:949 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:51:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:949 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:949 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:949 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:949 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:51:949 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:949 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:949 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:950 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:950 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef2c)
47:51:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:950 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:950 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:950 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:51:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:950 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:950 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:950 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:51:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:950 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:950 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:950 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:950 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:950 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 240
47:51:951 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7462us
47:51:951 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:951 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:951 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 241
47:51:951 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:966 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9188us
47:51:966 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:966 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:966 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:966 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:966 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:966 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:966 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:966 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:966 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:966 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:51:966 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:51:966 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:966 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:967 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:967 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:51:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:967 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:967 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:967 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef2c)
47:51:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:967 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:967 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:967 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:51:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:967 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:967 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:51:967 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:51:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:968 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:968 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:968 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:968 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:968 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +14us
47:51:968 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:51:968 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:968 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:968 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:51:968 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:968 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:51:968 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:51:968 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:51:968 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 241
47:51:968 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:968 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:51:968 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:968 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +43us
47:51:968 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:968 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:968 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +196us
47:51:968 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:51:968 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:968 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9803us
47:51:968 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:968 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:969 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 242
47:51:969 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:51:983 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5872us
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:983 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:51:983 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:983 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:983 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:51:983 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:983 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:983 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:983 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:51:983 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:51:983 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:51:984 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:984 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef2c)
47:51:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:51:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:51:984 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:984 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:51:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:984 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:984 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:51:984 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:51:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:51:984 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:51:984 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:51:985 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:51:985 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:51:985 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 242
47:51:985 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4095us
47:51:985 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:985 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:51:985 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2451us
47:51:985 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:51:985 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:985 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:985 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:51:985 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:985 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:985 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:51:985 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:985 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:985 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:51:985 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:51:985 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:51:985 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:51:985 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:51:985 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6587us
47:51:985 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:51:985 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:51:985 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 243
47:51:985 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:51:999 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2555us
47:51:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:51:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:51:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:51:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:51:999 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:51:999 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:51:999 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:51:999 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:51:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:51:999 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:51:999 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:51:999 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:51:999 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:51:999 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:51:999 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:52:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:000 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:000 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:000 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef2c)
47:52:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:000 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:000 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:000 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:52:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:000 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:000 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:52:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:001 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:001 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:001 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 243
47:52:001 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7412us
47:52:001 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5667us
47:52:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:001 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:001 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:001 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:001 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:001 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:001 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:001 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:001 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:001 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 244
47:52:001 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:016 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2610us
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:016 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:016 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:016 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:016 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:52:016 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:016 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:016 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:016 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:016 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:52:016 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:016 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:016 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:017 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:017 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef2c)
47:52:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:017 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:017 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:017 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:52:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:017 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:017 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:017 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:52:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:017 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:017 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:017 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:017 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:017 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 244
47:52:018 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +728us
47:52:018 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:018 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:018 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:018 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:018 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:018 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 245
47:52:018 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:033 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +5922us
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:033 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:033 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:033 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:033 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:52:033 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:033 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:033 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:033 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:033 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:52:033 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:034 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:034 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:034 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef2c)
47:52:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:034 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:034 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:034 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:52:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:034 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:034 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:034 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:52:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:034 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:034 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:035 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:035 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:035 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 245
47:52:035 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2929us
47:52:035 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:035 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:035 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:035 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:035 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:035 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:035 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:035 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:035 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:035 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +155us
47:52:035 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:035 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:035 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:035 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 246
47:52:035 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:050 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2605us
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:050 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:050 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:050 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:050 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:52:050 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:050 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:050 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:050 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:050 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:52:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:050 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:050 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:050 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:051 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef2c)
47:52:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:051 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:051 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:051 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:52:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:051 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:051 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:52:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:051 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:051 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:051 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 246
47:52:052 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7362us
47:52:052 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2099us
47:52:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:052 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:052 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 247
47:52:052 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:066 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6228us
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:066 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:066 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:066 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:066 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:52:066 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:066 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:066 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:066 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:066 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:52:066 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:066 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:066 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:066 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:067 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef2c)
47:52:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:067 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:067 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:067 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:52:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:067 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:067 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:067 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:52:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:067 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:067 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:067 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:067 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:067 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +679us
47:52:067 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:068 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:068 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 247
47:52:068 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:068 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:068 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:068 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5315us
47:52:068 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:068 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:068 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:068 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:068 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:068 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:068 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:068 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:068 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 248
47:52:068 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:083 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +176us
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:083 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:083 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:083 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:083 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:52:083 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:083 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:083 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:083 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:083 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:52:083 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:084 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:084 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:084 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef2c)
47:52:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:084 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:084 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:084 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:52:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:084 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:084 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:084 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:52:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:084 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:084 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:084 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:085 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:085 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +31us
47:52:085 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:085 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:085 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:085 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:085 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:085 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 248
47:52:085 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3723us
47:52:085 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:085 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:085 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:085 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:085 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:085 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 249
47:52:085 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:100 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2655us
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:100 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:100 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:100 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:100 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:52:100 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:100 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:100 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:100 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:100 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:52:100 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:101 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:101 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:101 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef2c)
47:52:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:101 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:101 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:101 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:52:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:101 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:101 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:101 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:52:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:101 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:101 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:101 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:102 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:102 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 249
47:52:102 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5843us
47:52:102 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:102 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:102 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:102 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:102 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:102 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:102 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:102 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:102 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:102 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:102 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:102 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:102 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:102 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:102 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +507us
47:52:102 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:102 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:102 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 250
47:52:102 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:116 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9338us
47:52:116 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:116 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:116 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:116 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:116 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:116 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:116 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:117 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:52:117 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:117 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:117 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:117 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:52:117 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:117 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:117 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:117 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:117 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef2c)
47:52:117 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:117 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:117 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:117 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:118 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:118 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:118 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:118 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:52:118 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:52:118 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:118 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:118 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:118 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:52:118 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:118 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:118 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:118 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:118 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:118 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +629us
47:52:118 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:118 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:118 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 250
47:52:118 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:118 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:118 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:118 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1747us
47:52:118 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:119 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:119 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:119 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:119 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:119 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:119 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:119 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:119 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:119 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:119 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:119 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:119 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:119 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:119 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 251
47:52:119 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:133 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3313us
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:133 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:133 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:133 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:133 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:52:133 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:133 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:133 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:133 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:133 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:52:133 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:133 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:133 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:134 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:134 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef2c)
47:52:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:134 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:134 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:134 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:52:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:134 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:134 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:134 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:52:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:134 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:134 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:134 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:135 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:135 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 251
47:52:135 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3945us
47:52:135 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:135 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:135 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:135 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:135 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:135 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 252
47:52:135 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:150 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2705us
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:150 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:150 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:150 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:150 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:52:150 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:150 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:150 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:150 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:150 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:52:150 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:150 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:151 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:151 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef2c)
47:52:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:151 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:151 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:52:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:151 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:151 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:151 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:52:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:151 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:151 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:151 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:151 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 252
47:52:152 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2225us
47:52:152 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:152 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:152 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:152 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:152 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:152 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:152 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:152 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:152 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:152 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:152 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:152 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:152 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:152 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:152 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4075us
47:52:152 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:152 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:152 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 253
47:52:152 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:166 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9388us
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:166 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:166 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:166 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:166 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:52:166 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:166 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:166 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:166 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:166 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:52:166 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:167 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:167 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:167 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:167 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef2c)
47:52:167 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:167 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:167 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:167 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:167 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:52:167 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:167 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:167 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:167 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:52:167 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:167 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:167 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:168 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:168 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +579us
47:52:168 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:168 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 253
47:52:168 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +8179us
47:52:168 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:168 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:168 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:168 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:168 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:168 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:168 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:168 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:168 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:168 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +860us
47:52:168 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:168 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:168 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 254
47:52:168 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:183 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6071us
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:183 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:183 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:183 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:183 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:52:183 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:183 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:183 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:183 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:183 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:52:183 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:183 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:183 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:183 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:184 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef2c)
47:52:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:184 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:184 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:184 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:52:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:184 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:184 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:184 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:52:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:184 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:184 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:185 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:185 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 254
47:52:185 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3896us
47:52:185 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:185 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:185 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:185 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1395us
47:52:185 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:185 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:185 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:185 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:185 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:185 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:185 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:185 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:185 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:185 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:185 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 255
47:52:185 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:200 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +398us
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:200 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:200 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:200 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:200 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:52:200 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:200 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:200 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:200 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:200 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:52:200 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:200 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:200 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:201 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:201 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef2c)
47:52:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:201 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:201 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:201 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:52:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:201 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:201 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:201 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:52:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:201 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:201 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:201 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:201 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:201 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 255
47:52:202 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7212us
47:52:202 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:202 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:202 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 256
47:52:202 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:216 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9438us
47:52:216 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:216 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:216 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:216 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:216 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:216 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:216 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:216 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:216 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:216 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:52:216 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:52:216 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:216 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:216 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:216 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:216 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:52:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:217 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:217 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:217 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef2c)
47:52:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:217 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:217 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:217 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:52:217 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:52:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:217 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:217 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:218 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:52:218 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:218 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:218 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:218 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +529us
47:52:218 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:218 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 256
47:52:218 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4610us
47:52:218 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:218 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:218 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:218 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:218 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:218 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:218 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:218 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:218 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:218 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4428us
47:52:219 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:219 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:219 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 257
47:52:219 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:233 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6121us
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:233 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:233 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:233 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:233 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:52:233 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:233 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:233 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:233 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:233 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:52:233 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:233 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:234 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:234 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:234 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef2c)
47:52:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:234 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:234 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:234 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:52:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:234 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:234 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:234 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:52:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:234 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:234 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:234 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:234 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:234 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 257
47:52:235 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3846us
47:52:235 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:235 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:235 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7826us
47:52:235 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:235 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:235 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:235 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:235 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:235 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:235 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:235 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:235 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:235 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +1212us
47:52:235 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:235 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:235 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 258
47:52:235 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:250 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2804us
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:250 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:250 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:250 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:250 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:52:250 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:250 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:250 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:250 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:250 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:52:250 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:250 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:250 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:251 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:251 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef2c)
47:52:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:251 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:251 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:251 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:52:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:251 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:251 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:251 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:52:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:251 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:251 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:251 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:251 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:251 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 258
47:52:252 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7163us
47:52:252 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:252 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:252 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 259
47:52:252 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:266 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9487us
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:266 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:266 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:266 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:266 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:52:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:266 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:266 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:266 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:266 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:52:266 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:266 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:266 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:267 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:267 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef2c)
47:52:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:267 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:267 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:267 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:52:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:267 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:267 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:267 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:52:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:267 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:267 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:267 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:268 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +479us
47:52:268 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:268 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:268 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 259
47:52:268 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1042us
47:52:268 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:268 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:268 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:268 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:268 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:268 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:268 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:268 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:268 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:268 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7996us
47:52:268 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:268 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:268 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 260
47:52:268 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:283 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6171us
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:283 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:283 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:283 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:283 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:52:283 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:283 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:283 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:283 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:283 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:52:283 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:283 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:283 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:283 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:283 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef2c)
47:52:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:284 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:284 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:284 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:52:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:284 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:284 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:284 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:52:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:284 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:284 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:284 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:284 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:284 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 260
47:52:284 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3796us
47:52:284 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:284 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:285 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4258us
47:52:285 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:285 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:285 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:285 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:285 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:285 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:285 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:285 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:285 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:285 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4780us
47:52:285 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:285 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 261
47:52:285 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:300 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2854us
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:300 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:300 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:300 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:300 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:52:300 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:300 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:300 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:300 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:300 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:52:300 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:300 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:301 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:301 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:301 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:301 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef2c)
47:52:301 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:301 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:301 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:301 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:301 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:52:301 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:301 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:301 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:301 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:52:301 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:301 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:301 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:301 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:301 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:301 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 261
47:52:302 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7113us
47:52:302 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:302 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:302 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7474us
47:52:302 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:302 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:302 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:302 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:302 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:302 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:302 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:302 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:302 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:302 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 262
47:52:302 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:316 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1102us
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:316 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:316 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:316 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:316 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:52:316 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:316 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:316 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:316 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:316 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:52:316 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:316 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:316 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:316 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:317 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef2c)
47:52:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:317 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:317 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:317 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:52:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:317 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:317 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:317 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:52:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:317 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:317 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:317 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:317 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:317 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +429us
47:52:317 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:317 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:317 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 262
47:52:318 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:318 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:318 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:318 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 263
47:52:318 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:333 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6221us
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:333 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:333 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:333 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:333 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:52:333 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:333 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:333 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:333 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:333 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:52:333 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:334 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:334 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:334 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:334 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef2c)
47:52:334 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:334 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:334 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:334 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:334 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:52:334 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:52:334 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:334 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:334 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:335 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:52:335 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:335 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:335 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:335 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 263
47:52:335 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3746us
47:52:335 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:335 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +690us
47:52:335 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:335 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:335 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:335 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:335 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:335 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:335 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:335 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:335 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:336 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8348us
47:52:336 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:336 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:336 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 264
47:52:336 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:350 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2904us
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:350 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:350 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:350 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:350 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:52:350 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:350 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:350 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:350 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:350 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:52:350 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:350 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:351 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:351 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef2c)
47:52:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:351 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:351 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:52:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:351 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:351 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:351 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:52:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:351 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:351 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:352 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:352 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:352 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 264
47:52:352 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +7063us
47:52:352 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:352 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:352 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3906us
47:52:352 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:352 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:352 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:352 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:352 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:352 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:352 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:352 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:352 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:352 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:352 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:352 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:352 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:352 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:352 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 265
47:52:352 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:366 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4720us
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:366 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:366 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:366 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:366 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:52:366 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:366 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:366 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:366 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:366 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:52:366 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:366 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:366 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:366 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef2c)
47:52:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:367 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:367 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:52:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:367 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:367 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:52:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:367 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:367 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +380us
47:52:367 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:367 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:367 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 265
47:52:368 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:368 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:368 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:368 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 266
47:52:368 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:383 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6270us
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:383 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:383 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:383 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:383 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:52:383 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:383 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:383 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:383 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:383 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:52:383 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:383 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:383 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:383 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:384 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef2c)
47:52:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:384 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:384 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:384 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:52:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:384 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:384 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:384 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:52:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:384 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:384 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:384 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:384 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:384 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 266
47:52:384 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +819us
47:52:384 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:385 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:385 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:385 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:385 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:385 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:385 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:385 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:385 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:385 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:385 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:385 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:385 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:385 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:385 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1916us
47:52:385 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:385 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:385 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:385 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:385 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:385 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 267
47:52:385 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:400 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +2954us
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:400 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:400 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:400 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:400 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:52:400 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:400 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:400 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:400 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:400 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:52:400 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:400 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:400 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:400 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:401 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef2c)
47:52:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:401 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:401 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:401 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:52:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:401 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:401 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:401 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:52:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:401 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:401 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:401 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:401 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:401 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 267
47:52:401 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7013us
47:52:401 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:402 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +338us
47:52:402 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:402 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:402 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:402 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:402 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:402 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:402 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:402 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:402 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:402 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 268
47:52:402 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:417 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +8338us
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:417 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:417 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:417 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:417 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:52:417 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:417 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:417 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:417 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:417 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:52:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:417 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:418 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:418 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:418 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef2c)
47:52:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:418 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:418 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:418 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:52:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:418 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:418 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:418 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:52:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:418 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:418 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:418 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:418 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:419 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +330us
47:52:419 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:419 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:419 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 268
47:52:419 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:419 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3554us
47:52:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:419 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:419 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 269
47:52:419 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:433 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1805us
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:433 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:433 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:433 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:433 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:52:433 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:433 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:433 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:433 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:433 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:52:433 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:433 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:433 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:434 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:434 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef2c)
47:52:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:434 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:434 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:434 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:52:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:434 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:434 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:434 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:52:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:434 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:434 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:435 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:435 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:435 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 269
47:52:435 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3646us
47:52:435 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:435 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:435 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:435 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:435 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:435 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 270
47:52:435 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:450 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3004us
47:52:450 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:450 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:450 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:450 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:450 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:450 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:450 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:450 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:450 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:450 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:52:450 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:52:450 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:450 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:450 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:451 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:52:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:451 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:451 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:451 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef2c)
47:52:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:451 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:451 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:451 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:52:451 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:52:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:451 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:451 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:452 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:52:452 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:452 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:452 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:452 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:452 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:452 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 270
47:52:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3733us
47:52:452 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:452 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:452 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:452 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:452 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:452 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2268us
47:52:452 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:452 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:453 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 271
47:52:453 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:467 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9687us
47:52:467 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:467 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:467 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:467 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:467 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:467 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:467 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:467 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:467 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:467 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:52:467 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:52:467 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:468 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:468 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:468 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:52:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:468 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:468 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:468 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef2c)
47:52:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:468 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:468 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:468 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:52:468 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:52:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:468 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:468 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:469 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:52:469 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:469 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:469 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:469 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:469 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:469 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +280us
47:52:469 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:469 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:469 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 271
47:52:469 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9986us
47:52:469 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:469 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:469 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +13us
47:52:469 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:469 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:469 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +226us
47:52:469 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:469 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:469 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:469 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:469 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:469 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:469 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:469 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:470 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:470 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:470 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:470 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 272
47:52:470 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:483 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5423us
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:483 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:483 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:483 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:483 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:52:483 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:483 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:483 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:483 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:483 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:52:483 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:483 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:483 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:484 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:484 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef2c)
47:52:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:484 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:484 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:484 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:52:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:484 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:484 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:52:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:484 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:484 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:484 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:484 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:484 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 272
47:52:484 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3597us
47:52:485 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:485 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:485 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:485 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:485 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:485 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 273
47:52:485 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:500 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3053us
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:500 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:500 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:500 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:500 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:52:500 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:500 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:500 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:500 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:500 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:52:500 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:500 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:500 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:501 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:501 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef2c)
47:52:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:501 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:501 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:501 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:52:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:501 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:501 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:501 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:52:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:501 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:501 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:501 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +115us
47:52:502 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:502 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:502 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:502 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:502 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:502 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:502 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:502 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:502 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 273
47:52:502 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:502 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:502 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:502 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:502 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:502 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:502 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5837us
47:52:502 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:502 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:502 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 274
47:52:502 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:517 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9737us
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:517 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:517 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:517 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:517 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:52:517 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:517 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:517 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:517 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:517 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:52:517 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:517 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:517 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:518 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:518 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef2c)
47:52:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:518 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:518 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:52:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:518 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:518 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:518 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:52:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:518 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:518 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:518 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:518 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +230us
47:52:518 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:519 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:519 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 274
47:52:519 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6418us
47:52:519 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:519 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:519 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:519 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:519 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:519 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:519 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:519 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:519 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:519 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:519 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:519 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:519 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:519 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:519 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2621us
47:52:519 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:519 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:519 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 275
47:52:519 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:533 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6420us
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:533 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:533 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:533 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:533 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:52:533 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:533 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:533 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:533 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:533 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:52:533 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:534 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:534 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:534 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef2c)
47:52:534 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:534 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:534 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:534 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:52:534 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:534 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:534 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:534 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:52:534 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:534 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:535 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:535 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:535 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:535 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 275
47:52:535 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3547us
47:52:535 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:535 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:535 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9633us
47:52:535 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:535 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:535 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:535 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:535 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:535 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +125us
47:52:535 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:535 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:535 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +114us
47:52:535 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:535 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:535 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:535 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:535 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:536 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:536 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:536 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:536 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 276
47:52:536 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:550 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2508us
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:550 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:550 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:550 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:550 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:52:550 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:550 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:550 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:550 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:550 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:52:550 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:550 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:550 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:551 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:551 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef2c)
47:52:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:551 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:551 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:551 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:52:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:551 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:551 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:551 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:52:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:551 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:551 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:551 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:551 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:551 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 276
47:52:552 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6863us
47:52:552 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:552 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:552 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 277
47:52:552 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:567 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +9787us
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:567 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:567 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:567 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:567 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:52:567 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:567 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:567 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:567 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:567 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:52:567 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:567 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:567 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:568 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:568 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef2c)
47:52:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:568 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:568 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:568 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:52:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:568 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:568 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:568 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:52:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:568 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:568 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:568 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +180us
47:52:568 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:569 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:569 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 277
47:52:569 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2849us
47:52:569 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:569 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:569 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:569 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:569 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:569 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:569 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:569 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:569 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:569 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:569 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:569 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:569 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:569 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:569 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6189us
47:52:569 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:569 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:569 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 278
47:52:569 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:583 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6470us
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:583 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:583 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:583 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:583 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:52:583 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:583 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:583 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:583 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:583 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:52:583 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:583 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:583 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:583 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:584 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef2c)
47:52:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:584 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:584 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:584 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:52:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:584 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:584 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:584 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:52:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:584 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:584 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:584 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 278
47:52:584 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3497us
47:52:585 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:585 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +6065us
47:52:585 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:585 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:585 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:585 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:585 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:585 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:585 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:585 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:585 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:585 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2973us
47:52:585 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:585 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:585 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 279
47:52:585 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:600 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3153us
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:600 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:600 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:600 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:600 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:52:600 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:600 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:600 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:600 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:600 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:52:600 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:601 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:601 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:601 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:601 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef2c)
47:52:601 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:601 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:601 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:601 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:601 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:52:601 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:52:601 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:601 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:601 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:602 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:52:602 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:602 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:602 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:602 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:602 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:602 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 279
47:52:602 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6814us
47:52:602 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:602 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:602 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +9281us
47:52:602 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:602 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:602 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:602 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:602 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:602 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:602 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:602 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:602 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 280
47:52:603 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:617 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +74us
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:617 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:617 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:617 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:617 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:52:617 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:617 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:617 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:617 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:617 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:52:617 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:617 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:617 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:618 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:618 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef2c)
47:52:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:618 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:618 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:618 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:52:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:618 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:618 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:618 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:52:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:618 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:618 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:618 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:618 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +130us
47:52:619 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:619 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:619 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +2us
47:52:619 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:619 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:619 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:619 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:619 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:619 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 280
47:52:619 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9757us
47:52:619 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:619 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:619 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 281
47:52:619 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:633 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6520us
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:633 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:633 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:633 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:633 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:52:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:633 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:633 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:633 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:633 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:52:633 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:633 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:634 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:634 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:634 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef2c)
47:52:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:634 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:634 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:634 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:52:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:634 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:634 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:634 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:52:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:634 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:634 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:634 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:634 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:635 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 281
47:52:635 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3447us
47:52:635 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:635 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:635 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2497us
47:52:635 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:635 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:635 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:635 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:635 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:635 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:635 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:635 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:635 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:635 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:635 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:635 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:635 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:635 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:635 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6541us
47:52:635 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:635 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:635 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 282
47:52:635 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:650 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3203us
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:650 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:650 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:650 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:650 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:52:650 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:650 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:650 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:650 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:650 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:52:650 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:651 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:651 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:651 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef2c)
47:52:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:651 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:651 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:651 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:52:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:651 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:651 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:651 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:52:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:651 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:651 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:652 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:652 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:652 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 282
47:52:652 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6764us
47:52:652 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:652 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:652 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5713us
47:52:652 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:652 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:652 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:652 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:652 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:652 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:652 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:652 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:652 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:652 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:652 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:652 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:653 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:653 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:653 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 283
47:52:653 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:667 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3212us
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:667 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:667 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:667 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:667 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:52:667 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:667 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:667 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:667 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:667 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:52:667 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:668 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:668 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:668 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef2c)
47:52:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:668 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:668 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:668 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:52:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:668 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:668 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:668 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:52:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:668 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:669 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:669 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:669 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +81us
47:52:669 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:669 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 283
47:52:669 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:669 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:669 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 284
47:52:669 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:683 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6570us
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:683 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:683 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:683 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:683 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:52:683 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:683 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:683 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:683 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:683 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:52:683 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:683 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:683 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:684 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:684 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef2c)
47:52:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:684 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:684 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:52:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:684 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:684 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:52:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:684 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:684 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:684 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:684 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 284
47:52:684 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2327us
47:52:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:685 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:685 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:685 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +109us
47:52:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:685 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:685 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 285
47:52:685 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:700 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3253us
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:700 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:700 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:700 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:700 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:52:700 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:700 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:700 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:700 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:700 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:52:700 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:700 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:700 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:700 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:701 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef2c)
47:52:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:701 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:701 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:701 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:52:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:701 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:701 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:701 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:52:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:701 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:701 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:701 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:701 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:701 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 285
47:52:701 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6714us
47:52:702 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:702 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:702 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2145us
47:52:702 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:702 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:702 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:702 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:702 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:702 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:702 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:702 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:702 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:702 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 286
47:52:702 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:717 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6830us
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:717 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:717 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:717 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:717 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:52:717 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:717 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:717 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:717 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:717 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:52:717 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:717 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:717 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:717 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:718 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef2c)
47:52:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:718 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:718 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:718 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:52:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:718 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:718 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:718 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:52:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:718 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:718 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:718 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:719 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +31us
47:52:719 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:719 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 286
47:52:719 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:719 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5361us
47:52:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:719 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:719 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:719 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:719 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 287
47:52:720 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:734 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +297us
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:734 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:734 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:734 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:734 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:52:734 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:734 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:734 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:734 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:734 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:52:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:734 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:734 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:734 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:735 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef2c)
47:52:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:735 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:735 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:735 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:52:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:735 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:735 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:735 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:52:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:735 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:735 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:735 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:735 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:735 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 287
47:52:735 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3347us
47:52:736 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:736 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:736 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:736 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:736 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:736 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 288
47:52:736 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:750 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3303us
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:750 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:750 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:750 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:750 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:52:750 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:750 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:750 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:750 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:750 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:52:750 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:750 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:750 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:751 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:751 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef2c)
47:52:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:751 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:751 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:751 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:52:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:751 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:751 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:751 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:52:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:751 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:751 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:751 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:751 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:751 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 288
47:52:752 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5241us
47:52:752 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:752 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:752 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:752 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:752 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:752 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:752 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:752 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:752 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:752 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +461us
47:52:752 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:752 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 289
47:52:752 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:767 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +9986us
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:767 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:767 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:767 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:767 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:52:767 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:767 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:767 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:767 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:767 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:52:767 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:767 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:767 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> CheckExitGame (276->277, pc: 08a52a04->088127c0, GeDrawSync) +15us
47:52:767 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:768 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:768 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:768 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef2c)
47:52:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:768 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:768 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:768 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:52:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:768 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:768 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:768 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:52:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:768 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:768 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:768 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:768 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:769 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 289
47:52:769 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9983us
47:52:769 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:769 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:769 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1790us
47:52:769 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:769 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:769 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:769 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:769 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:769 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:769 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:769 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:769 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:769 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:769 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:769 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:769 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:769 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:769 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 290
47:52:769 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:784 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3915us
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:784 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:784 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:784 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:784 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:52:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:784 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:784 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:784 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:52:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:784 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:784 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:785 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:785 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef2c)
47:52:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:785 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:785 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:785 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:52:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:785 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:785 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:785 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:52:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:785 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:785 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:785 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:785 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:785 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 290
47:52:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3300us
47:52:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:786 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:52:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:786 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:786 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 291
47:52:786 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:800 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3350us
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:800 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:800 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:800 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:800 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:52:800 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:800 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:800 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:800 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:800 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:52:800 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:800 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:800 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:801 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:801 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef2c)
47:52:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:801 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:801 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:801 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:52:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:801 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:801 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:801 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:52:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:801 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:801 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:801 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:801 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:801 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 291
47:52:801 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1623us
47:52:802 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:802 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:802 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:802 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:802 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:802 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:802 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:802 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:802 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:802 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4032us
47:52:802 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:802 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:802 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:802 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 292
47:52:802 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:817 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +33us
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:817 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:817 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:817 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:817 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:52:817 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:817 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:817 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:817 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:817 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:52:817 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:818 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:818 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:818 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef2c)
47:52:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:818 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:818 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:818 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:52:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:818 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:818 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:818 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:52:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:818 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:818 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:819 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:819 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 292
47:52:819 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +8156us
47:52:819 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:819 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:819 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:819 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:819 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:819 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:819 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:819 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:819 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:819 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +816us
47:52:819 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:819 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:819 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 293
47:52:819 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:834 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6717us
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:834 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:834 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:834 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:834 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:52:834 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:834 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:834 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:834 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:834 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:52:834 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:834 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:834 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:834 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:835 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef2c)
47:52:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:835 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:835 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:835 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:52:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:835 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:835 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:835 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:52:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:835 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:835 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:835 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:835 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:836 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 293
47:52:836 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3250us
47:52:836 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:836 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:836 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:836 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1438us
47:52:836 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:836 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:836 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:836 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:836 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:836 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:836 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:836 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:836 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:836 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 294
47:52:836 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:850 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1000us
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:850 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:850 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:850 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:850 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:52:850 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:850 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:850 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:850 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:850 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:52:850 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:850 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:850 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:850 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:851 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef2c)
47:52:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:851 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:851 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:851 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:52:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:851 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:851 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:851 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:52:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:851 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:851 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:851 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:852 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:852 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 294
47:52:852 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6567us
47:52:852 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:852 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:852 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:852 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:852 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:852 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 295
47:52:852 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:867 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +83us
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:867 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:867 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:867 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:867 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:52:867 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:867 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:867 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:867 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:867 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:52:867 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:867 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:868 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:868 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:868 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef2c)
47:52:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:868 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:868 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:868 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:52:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:868 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:868 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:52:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:868 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:869 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:869 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:869 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 295
47:52:869 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4538us
47:52:869 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:869 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:869 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:869 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:869 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:869 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:869 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:869 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:869 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:869 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4384us
47:52:869 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:869 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 296
47:52:869 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:884 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6767us
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:884 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:884 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:884 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:884 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:52:884 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:884 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:884 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:884 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:884 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:52:884 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:884 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:884 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:885 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:885 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef2c)
47:52:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:885 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:885 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:885 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:52:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:885 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:885 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:885 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:52:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:885 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:885 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:885 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:885 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:885 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 296
47:52:886 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3200us
47:52:886 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:886 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:886 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7870us
47:52:886 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:886 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:886 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:886 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:886 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:886 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:886 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:886 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:886 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:886 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:886 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:886 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:886 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:886 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:886 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1168us
47:52:886 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:887 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:887 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 297
47:52:887 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:900 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3450us
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:900 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:900 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:900 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:900 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:52:900 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:900 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:900 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:900 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:900 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:52:900 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:900 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:900 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:901 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:901 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef2c)
47:52:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:901 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:901 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:901 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:52:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:901 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:901 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:901 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:52:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:901 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:901 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:902 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:902 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:902 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 297
47:52:902 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6517us
47:52:902 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:902 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:902 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:52:902 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:902 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:902 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 298
47:52:902 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:917 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +133us
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:917 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:917 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:917 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:917 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:52:917 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:917 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:917 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:917 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:917 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:52:917 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:917 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:917 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:918 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:918 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef2c)
47:52:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:918 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:918 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:918 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:52:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:918 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:918 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:918 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:52:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:918 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:918 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:918 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:918 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:918 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 298
47:52:919 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +920us
47:52:919 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:919 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:919 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:919 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:919 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:919 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:919 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:919 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:919 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:919 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:919 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:919 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:919 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:919 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:919 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7952us
47:52:919 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:919 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:919 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 299
47:52:919 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:934 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6816us
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:934 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:934 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:934 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:934 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:52:934 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:934 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:934 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:934 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:934 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:52:934 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:934 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:934 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:935 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:935 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef2c)
47:52:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:935 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:935 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:935 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:52:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:935 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:935 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:935 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:52:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:935 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:935 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:935 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:935 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:935 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 299
47:52:936 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3150us
47:52:936 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:936 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4302us
47:52:936 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:936 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:936 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:936 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:936 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:936 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:936 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:52:936 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:52:936 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:52:936 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +4736us
47:52:936 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:936 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 300
47:52:936 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:950 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3500us
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:950 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:950 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:950 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:950 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:52:950 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:950 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:950 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:950 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:950 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:52:950 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:950 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:950 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:950 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:951 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef2c)
47:52:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:951 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:951 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:951 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:52:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:951 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:951 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:951 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:52:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:951 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:951 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:951 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:951 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:951 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 300
47:52:952 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6467us
47:52:952 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:952 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:952 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7518us
47:52:952 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:52:952 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:952 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:952 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:52:952 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:952 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:952 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:52:952 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:952 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:952 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:52:952 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:952 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:952 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:52:952 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:952 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1520us
47:52:952 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:952 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:952 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 301
47:52:952 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:52:967 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +183us
47:52:967 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:967 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:967 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:967 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:967 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:967 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:52:967 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:967 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:967 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:52:967 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:52:967 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:967 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:968 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:968 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:52:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:968 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:968 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:968 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef2c)
47:52:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:968 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:968 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:968 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:52:968 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:52:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:969 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:969 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:52:969 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:52:969 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:969 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:969 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:969 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:969 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:969 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 301
47:52:969 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9784us
47:52:969 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:969 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:969 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 302
47:52:969 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:52:984 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6866us
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:52:984 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:52:984 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:52:984 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:984 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:52:984 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:984 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:984 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:52:984 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:52:984 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:52:984 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:984 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:984 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:52:985 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:985 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef2c)
47:52:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:52:985 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:52:985 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:985 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:52:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:52:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:52:985 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:52:985 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:52:985 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:52:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:52:985 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:52:985 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:52:985 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:52:985 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:52:985 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 302
47:52:986 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3101us
47:52:986 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:986 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:52:986 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +734us
47:52:986 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:52:986 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:986 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:986 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:52:986 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:986 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:986 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:52:986 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:986 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:986 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:52:986 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:52:986 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:52:986 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:52:986 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:52:986 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8304us
47:52:986 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:52:986 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:52:986 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 303
47:52:986 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:000 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3549us
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:000 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:000 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:000 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:000 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:53:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:000 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:000 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:000 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:000 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:53:000 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:000 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:000 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:001 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:001 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef2c)
47:53:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:001 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:001 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:53:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:001 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:001 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:001 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:53:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:001 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:001 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:001 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:002 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 303
47:53:002 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6417us
47:53:002 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:002 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:002 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3950us
47:53:002 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:002 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:002 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:002 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:002 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:002 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:002 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:002 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:002 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:002 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:002 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:002 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:002 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:002 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:002 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5089us
47:53:002 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:002 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:002 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 304
47:53:003 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:017 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +233us
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:017 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:017 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:017 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:017 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:53:017 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:017 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:017 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:017 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:017 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:53:017 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:017 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:017 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:018 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:018 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef2c)
47:53:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:018 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:018 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:018 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:53:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:018 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:018 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:018 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:53:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:018 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:018 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:018 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:018 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:018 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 304
47:53:019 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9734us
47:53:019 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:019 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:019 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 305
47:53:019 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:034 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6916us
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:034 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:034 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:034 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:034 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:53:034 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:034 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:034 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:034 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:034 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:53:034 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:034 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:034 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:035 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:035 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef2c)
47:53:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:035 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:035 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:035 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:53:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:035 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:035 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:035 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:53:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:035 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:035 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:035 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:035 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:035 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +217us
47:53:035 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:036 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:036 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:036 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:036 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:036 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 305
47:53:036 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:036 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:036 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:036 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:036 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:036 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:036 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1873us
47:53:036 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:036 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:036 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:036 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 306
47:53:036 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:050 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3599us
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:050 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:050 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:050 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:050 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:53:050 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:050 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:050 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:050 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:050 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:53:050 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:050 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:050 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:051 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:051 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef2c)
47:53:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:051 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:051 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:53:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:051 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:051 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:53:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:051 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:051 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:051 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:051 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 306
47:53:051 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6367us
47:53:052 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +381us
47:53:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:052 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:052 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:052 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:052 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8657us
47:53:052 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:052 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 307
47:53:052 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:067 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +283us
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:067 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:067 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:067 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:067 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:53:067 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:067 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:067 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:067 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:067 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:53:067 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:067 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:067 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:068 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:068 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef2c)
47:53:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:068 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:068 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:068 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:53:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:068 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:068 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:068 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:53:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:068 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:068 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:068 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:068 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:068 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 307
47:53:069 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9684us
47:53:069 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:069 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:069 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3597us
47:53:069 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:069 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:069 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:069 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:069 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:069 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:069 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:069 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:069 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:069 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:069 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:069 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:069 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:069 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:069 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 308
47:53:069 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:084 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +2407us
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:084 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:084 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:084 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:084 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:53:084 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:084 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:084 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:084 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:084 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:53:084 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:084 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:085 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:085 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:085 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:085 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef2c)
47:53:085 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:085 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:085 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:085 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:085 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:53:085 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:085 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:085 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:085 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:53:085 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:086 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:086 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:086 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:086 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:086 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 308
47:53:086 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3001us
47:53:086 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:086 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:086 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:086 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:086 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:086 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 309
47:53:086 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:101 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3649us
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:101 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:101 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:101 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:101 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:53:101 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:101 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:101 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:101 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:101 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:53:101 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:101 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:102 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:102 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:102 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:102 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef2c)
47:53:102 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:102 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:102 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:102 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:102 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:53:102 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:102 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:102 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:102 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:53:102 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:102 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:102 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:102 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:103 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:103 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 309
47:53:103 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3131us
47:53:103 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:103 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:103 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:103 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:103 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:103 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:103 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:103 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:103 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:103 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:103 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:103 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:103 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:103 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:103 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2225us
47:53:103 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:103 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:103 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:103 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:103 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:103 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 310
47:53:103 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:117 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +332us
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:118 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:118 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:118 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:118 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:53:118 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:118 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:118 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:118 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:118 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:53:118 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:118 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:118 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:118 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:119 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:119 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef2c)
47:53:119 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:119 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:119 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:119 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:119 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:53:119 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:119 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:119 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:119 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:53:119 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:119 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:119 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:119 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:119 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:119 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 310
47:53:120 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9634us
47:53:120 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:120 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:120 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +29us
47:53:120 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:120 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:120 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:120 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:120 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:120 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:120 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:120 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:120 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:120 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:120 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:120 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:120 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:120 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:120 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 311
47:53:120 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:134 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +6025us
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:134 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:134 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:134 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:134 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:53:134 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:134 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:134 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:134 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:134 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:53:134 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:134 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:134 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:135 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:135 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:135 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef2c)
47:53:135 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:135 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:135 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:135 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:135 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:53:135 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:135 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:135 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:135 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:53:135 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:135 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:135 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:135 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:135 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:135 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 311
47:53:136 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2951us
47:53:136 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:136 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:136 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:136 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:136 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:136 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3245us
47:53:136 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:136 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:136 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:136 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:136 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:136 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 312
47:53:136 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:151 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +213us
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:151 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:151 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:151 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:151 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:53:151 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:151 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:151 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:151 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:151 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:53:151 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:151 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:151 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:152 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:152 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:152 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef2c)
47:53:152 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:152 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:152 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:152 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:152 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:53:152 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:152 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:152 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:152 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:53:152 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:152 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:152 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:152 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, left interrupt) +0us
47:53:152 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:152 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> user_main (314->276, pc: 08a57c8c->08813e28, sas core) +0us
47:53:153 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:153 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +237us
47:53:153 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:153 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:153 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:153 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:153 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:153 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 312
47:53:153 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5790us
47:53:153 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:153 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:153 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:153 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:153 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:153 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 313
47:53:153 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:167 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +382us
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:168 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:168 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:168 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:168 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:53:168 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:168 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:168 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:168 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:168 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:168 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:168 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:168 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:168 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:168 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:168 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:169 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:53:169 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef2c)
47:53:169 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:169 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:169 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:169 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:169 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:169 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:169 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:169 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:53:169 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:53:169 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:169 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:169 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:169 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:53:169 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:169 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:169 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:169 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:169 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:169 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 313
47:53:169 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6046us
47:53:169 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:170 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:170 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:170 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:170 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:170 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:170 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:170 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:170 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:170 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:170 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:170 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:170 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:170 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:170 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2577us
47:53:170 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:170 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:170 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 314
47:53:170 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:184 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7066us
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:184 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:184 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:184 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:184 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:53:184 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:184 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:184 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:184 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:184 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:53:184 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:184 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:185 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:185 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:185 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:185 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef2c)
47:53:185 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:185 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:185 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:185 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:185 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:53:185 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:185 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:185 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:185 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:53:185 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:186 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:186 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:186 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:186 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:186 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 314
47:53:186 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2901us
47:53:186 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:186 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:186 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9677us
47:53:186 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:186 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:186 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:186 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:186 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:186 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +82us
47:53:186 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:186 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:186 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +157us
47:53:186 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:186 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:186 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:186 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:187 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:187 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:187 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:187 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:187 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 315
47:53:187 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:201 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3110us
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:201 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:201 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:201 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:201 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:53:201 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:201 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:201 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:201 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:201 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:53:201 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:201 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:201 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:202 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:202 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:202 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef2c)
47:53:202 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:202 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:202 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:202 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:202 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:53:202 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:202 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:202 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:202 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:53:202 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:202 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:202 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:202 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:202 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:202 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 315
47:53:203 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6218us
47:53:203 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:203 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:203 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:203 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:203 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:203 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 316
47:53:203 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:217 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +432us
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:217 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:217 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:217 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:217 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:53:217 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:217 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:217 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:217 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:217 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:53:217 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:217 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:217 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:218 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:218 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:218 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef2c)
47:53:218 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:218 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:218 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:218 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:53:218 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:218 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:218 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:218 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:53:218 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:218 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:218 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:218 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:218 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 316
47:53:219 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2428us
47:53:219 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:219 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:219 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:219 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:219 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:219 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:219 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:219 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:219 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:219 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:219 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:219 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:219 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:219 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:219 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6145us
47:53:219 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:219 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:219 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 317
47:53:219 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:234 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7115us
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:234 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:234 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:234 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:234 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:53:234 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:234 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:234 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:234 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:234 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:53:234 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:234 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:234 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:234 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:234 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:235 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef2c)
47:53:235 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:235 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:235 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:235 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:53:235 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:235 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:235 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:235 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:53:235 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:235 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:235 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:235 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 317
47:53:235 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2851us
47:53:235 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:235 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:235 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +6109us
47:53:235 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:236 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:236 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:236 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:236 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:236 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:236 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:236 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:236 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:236 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:236 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:236 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:236 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:236 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:236 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2929us
47:53:236 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:236 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:236 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 318
47:53:236 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:251 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3799us
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:251 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:251 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:251 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:251 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:53:251 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:251 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:251 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:251 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:251 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:53:251 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:251 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:251 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:252 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:252 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:252 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef2c)
47:53:252 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:252 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:252 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:252 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:252 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:53:252 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:252 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:252 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:252 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:53:252 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:252 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:252 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:252 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:252 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:252 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 318
47:53:253 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6168us
47:53:253 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:253 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:253 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9325us
47:53:253 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:253 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:253 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:253 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:253 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:253 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:253 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:253 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:253 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +194us
47:53:253 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:253 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:253 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +45us
47:53:253 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:253 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:253 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:253 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:253 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:253 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 319
47:53:253 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:267 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +196us
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:267 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:267 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:267 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:267 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:53:267 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:267 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:267 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:267 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:267 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:53:267 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:267 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:267 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:267 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:267 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:268 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef2c)
47:53:268 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:268 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:268 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:268 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:53:268 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:268 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:268 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:268 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:53:268 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:268 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:268 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:268 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:268 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 319
47:53:268 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9485us
47:53:269 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:269 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:269 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 320
47:53:269 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:284 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7165us
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:284 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:284 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:284 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:284 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:53:284 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:284 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:284 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:284 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:284 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:53:284 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:284 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:284 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:284 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:285 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:285 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef2c)
47:53:285 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:285 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:285 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:285 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:285 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:53:285 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:285 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:285 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:285 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:53:285 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:285 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:285 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:285 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:285 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 320
47:53:285 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2801us
47:53:285 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:286 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:286 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2541us
47:53:286 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:286 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:286 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:286 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:286 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:286 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:286 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:286 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:286 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:286 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:286 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:286 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:286 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:286 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:286 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6497us
47:53:286 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:286 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:286 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 321
47:53:286 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:301 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3849us
47:53:301 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:301 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:301 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:301 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:301 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:301 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:301 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:301 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:301 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:301 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:53:301 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:53:301 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:301 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:301 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:301 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:301 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:53:302 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:302 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:302 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:302 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef2c)
47:53:302 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:302 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:302 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:302 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:53:302 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:302 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:302 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:302 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:53:302 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:302 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:303 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:303 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:303 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:303 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 321
47:53:303 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6118us
47:53:303 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:303 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:303 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5757us
47:53:303 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:303 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:303 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:303 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:303 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:303 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:303 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:303 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:303 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:303 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:303 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:303 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:303 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:303 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:303 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3281us
47:53:303 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:303 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:304 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 322
47:53:304 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:317 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +532us
47:53:317 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:317 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:317 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:317 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:317 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:317 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:317 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:317 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:317 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:53:317 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:53:317 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:317 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:317 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:318 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:53:318 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:318 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:318 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:318 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:318 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef2c)
47:53:318 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:318 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:318 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:318 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:318 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:53:318 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:53:318 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:318 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:319 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:319 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:53:319 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:319 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:319 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:319 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:319 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:319 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 322
47:53:319 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9435us
47:53:319 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:319 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:319 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 323
47:53:319 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:334 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7215us
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:334 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:334 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:334 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:334 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:53:334 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:334 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:334 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:334 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:334 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:53:334 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:334 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:334 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:334 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:335 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:335 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef2c)
47:53:335 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:335 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:335 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:335 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:335 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:53:335 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:335 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:335 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:335 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:53:335 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:335 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:335 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:335 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:336 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 323
47:53:336 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1725us
47:53:336 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:336 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:336 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:336 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:336 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:336 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:336 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:336 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:336 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:336 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:336 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:336 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:336 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:336 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:336 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +66us
47:53:336 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:336 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:336 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:336 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:336 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:336 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 324
47:53:336 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:351 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3898us
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:351 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:351 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:351 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:351 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:53:351 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:351 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:351 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:351 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:351 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:53:351 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:351 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:351 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:351 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:352 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:352 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef2c)
47:53:352 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:352 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:352 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:352 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:352 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:53:352 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:352 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:352 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:352 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:53:352 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:352 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:352 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:352 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:352 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:353 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 324
47:53:353 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6068us
47:53:353 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:353 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:353 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +2189us
47:53:353 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:353 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:353 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:353 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:353 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:353 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:353 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:353 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:353 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:353 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:353 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:353 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:353 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:353 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:353 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6850us
47:53:353 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:353 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:353 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 325
47:53:353 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:367 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +582us
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:367 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:367 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:367 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:367 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:53:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:367 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:367 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:367 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:367 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:53:367 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:367 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:367 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:367 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:368 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:368 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef2c)
47:53:368 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:368 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:368 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:368 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:368 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:53:368 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:368 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:368 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:368 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:53:368 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:368 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:368 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:368 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:368 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:368 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 325
47:53:369 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9385us
47:53:369 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:369 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:369 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5404us
47:53:369 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:369 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:369 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:369 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:369 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:369 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:369 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:369 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:369 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:369 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:369 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:369 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:369 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:369 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:369 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 326
47:53:369 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:384 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +899us
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:384 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:384 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:384 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:384 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:53:384 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef38)
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:384 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:384 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:384 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:384 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef40)
47:53:384 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:384 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:385 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:385 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:385 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:385 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef2c)
47:53:385 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:385 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:385 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:385 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:385 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:53:385 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:385 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:385 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:385 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:53:385 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:385 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:385 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:385 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:385 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:386 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 326
47:53:386 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2702us
47:53:386 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:386 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:386 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:386 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:386 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:386 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 327
47:53:386 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:401 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3948us
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:401 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:401 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:401 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:401 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:53:401 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef38)
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:401 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:401 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:401 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:401 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef40)
47:53:401 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:402 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:402 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:402 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef2c)
47:53:402 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:402 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:402 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:402 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:53:402 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:402 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:402 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:402 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:53:402 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:402 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:403 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:403 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:403 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:403 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 327
47:53:403 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +4639us
47:53:403 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:403 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:403 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:403 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:403 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:403 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:403 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:403 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:403 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:403 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:403 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:403 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:403 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:403 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:403 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +418us
47:53:403 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:403 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:404 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:404 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:404 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:404 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 328
47:53:404 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:417 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +631us
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:417 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:417 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:417 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:417 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:53:417 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef38)
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:417 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:417 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:417 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:417 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef40)
47:53:417 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:418 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:418 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:418 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef2c)
47:53:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:418 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:418 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:418 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:53:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:418 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:418 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:418 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:53:418 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:419 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:419 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:419 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:419 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:419 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 328
47:53:419 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9335us
47:53:419 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:419 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1836us
47:53:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:419 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:419 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:419 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:419 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:420 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 329
47:53:420 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:434 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4517us
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:434 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:434 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:434 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:434 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:53:434 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef38)
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:434 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:434 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:434 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:434 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef40)
47:53:434 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:434 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:434 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:435 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:435 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:435 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef2c)
47:53:435 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:435 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:435 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:435 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:435 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:53:435 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:435 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:435 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:435 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:53:435 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:435 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:435 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:435 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:435 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:435 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 329
47:53:436 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2652us
47:53:436 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:436 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:436 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:436 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:436 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:436 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 330
47:53:436 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:451 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3998us
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:451 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:451 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:451 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:451 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:53:451 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef38)
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:451 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:451 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:451 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:451 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef40)
47:53:451 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:451 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:451 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:451 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:452 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:452 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef2c)
47:53:452 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:452 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:452 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:452 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:452 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:53:452 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:452 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:452 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:452 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:53:452 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:452 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:452 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:452 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:452 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:452 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 330
47:53:452 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1021us
47:53:452 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:453 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:453 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:453 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:453 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:453 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:453 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:453 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:453 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:453 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:453 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:453 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:453 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:453 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:453 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +3986us
47:53:453 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:453 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:453 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:453 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:453 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:453 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 331
47:53:453 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:468 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +681us
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:468 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:468 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:468 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:468 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:53:468 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef38)
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:468 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:468 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:468 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:468 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef40)
47:53:468 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:468 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:468 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:469 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:469 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:469 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef2c)
47:53:469 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:469 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:469 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:469 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:469 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:53:469 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:469 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:469 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:469 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:53:469 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:469 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:469 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:469 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:469 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:469 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 331
47:53:470 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +7554us
47:53:470 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:470 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:470 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:470 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:470 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:470 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:470 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:470 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:470 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:470 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:470 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:470 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:470 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:470 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:470 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +770us
47:53:470 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:470 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:470 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 332
47:53:470 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:484 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7365us
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:484 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:484 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:484 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:484 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:53:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef38)
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:484 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:484 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:484 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:484 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef40)
47:53:484 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:484 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:484 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:485 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:485 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:485 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef2c)
47:53:485 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:485 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:485 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:485 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:485 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:53:485 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:485 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:485 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:485 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:53:485 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:485 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:485 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:486 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:486 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:486 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 332
47:53:486 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2602us
47:53:486 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:486 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:486 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:486 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:486 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:486 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1484us
47:53:486 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:486 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:486 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:486 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:486 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:486 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:486 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:486 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:486 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:486 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:486 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:486 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:486 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:486 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:486 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 333
47:53:486 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:501 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1602us
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:501 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:501 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:501 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:501 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:53:501 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef38)
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:501 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:501 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:501 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:501 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef40)
47:53:501 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:501 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:501 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:501 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:502 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:502 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef2c)
47:53:502 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:502 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:502 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:502 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:502 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:53:502 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:502 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:502 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:502 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:53:502 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:502 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:502 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:502 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:502 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:502 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 333
47:53:503 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5919us
47:53:503 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:503 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:503 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:503 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:503 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:503 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 334
47:53:503 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:518 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +731us
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:518 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:518 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:518 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:518 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:53:518 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef38)
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:518 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:518 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:518 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:518 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef40)
47:53:518 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:518 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:519 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:519 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:519 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:519 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef2c)
47:53:519 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:519 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:519 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:519 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:519 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:53:519 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:519 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:519 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:519 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:53:519 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:519 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:519 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:519 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:519 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:520 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 334
47:53:520 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +3936us
47:53:520 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:520 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:520 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:520 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:520 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:520 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:520 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:520 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:520 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:520 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:520 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:520 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:520 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:520 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:520 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4338us
47:53:520 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:520 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:520 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 335
47:53:520 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:534 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7414us
47:53:534 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:534 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:534 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:534 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:534 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:534 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:534 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:534 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:534 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:534 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:53:534 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef38)
47:53:534 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:534 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:534 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:534 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef40)
47:53:535 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:535 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:535 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:535 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:535 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef2c)
47:53:535 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:535 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:535 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:535 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:535 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:53:535 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:535 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:535 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:535 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:53:535 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:536 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:536 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:536 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:536 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:536 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 335
47:53:536 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2552us
47:53:536 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:536 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:536 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7916us
47:53:536 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:536 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:536 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:536 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:536 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:536 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:536 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:536 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:536 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:536 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:536 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:536 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:536 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:536 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:536 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1122us
47:53:536 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:537 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:537 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 336
47:53:537 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:551 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4098us
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:551 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:551 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:551 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:551 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:53:551 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef38)
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:551 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:551 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:551 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:551 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef40)
47:53:551 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:551 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:551 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:551 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:552 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:552 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef2c)
47:53:552 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:552 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:552 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:552 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:552 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:53:552 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:552 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:552 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:552 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:53:552 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:552 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:552 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:552 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:552 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:552 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 336
47:53:552 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5869us
47:53:553 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:553 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:553 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:553 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:553 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:553 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 337
47:53:553 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:568 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +781us
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:568 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:568 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:568 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:568 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:53:568 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef38)
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:568 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:568 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:568 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:568 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef40)
47:53:568 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:568 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:568 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:568 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:569 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:569 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef2c)
47:53:569 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:569 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:569 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:569 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:569 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:53:569 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:569 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:569 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:569 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:53:569 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:569 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:569 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:569 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:569 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:569 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +318us
47:53:569 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:569 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:570 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:570 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:570 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:570 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 337
47:53:570 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:570 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:570 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:570 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:570 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:570 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:570 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:570 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:570 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:570 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +7906us
47:53:570 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:570 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:570 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 338
47:53:570 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:584 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7464us
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:584 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:584 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:584 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:584 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:53:584 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef38)
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:584 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:584 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:584 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:584 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef40)
47:53:584 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:584 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:584 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:584 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:585 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:585 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef2c)
47:53:585 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:585 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:585 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:585 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:53:585 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:585 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:585 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:585 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:53:585 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:585 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:585 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:585 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:585 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 338
47:53:585 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2502us
47:53:585 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:585 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:586 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4348us
47:53:586 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:586 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:586 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:586 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:586 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:586 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:586 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:586 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:586 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:586 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:586 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:586 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:586 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:586 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:586 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +4690us
47:53:586 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:586 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:586 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 339
47:53:586 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:601 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4148us
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:601 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:601 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:601 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:601 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:53:601 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef38)
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:601 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:601 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:601 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:601 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef40)
47:53:601 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:601 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:601 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:601 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:602 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:602 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef2c)
47:53:602 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:602 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:602 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:602 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:602 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:53:602 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:602 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:602 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:602 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:53:602 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:602 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:602 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:602 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:602 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:602 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 339
47:53:602 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5819us
47:53:603 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:603 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:603 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7564us
47:53:603 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:603 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:603 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:603 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:603 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:603 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:603 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:603 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:603 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:603 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:603 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:603 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:603 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:603 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:603 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1474us
47:53:603 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:603 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:603 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 340
47:53:603 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:618 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +831us
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:618 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:618 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:618 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:618 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:53:618 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef38)
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:618 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:618 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:618 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:618 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef40)
47:53:618 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:618 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:618 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:619 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:619 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:619 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef2c)
47:53:619 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:619 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:619 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:619 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:619 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:53:619 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:619 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:619 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:619 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:53:619 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:619 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:619 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:619 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:619 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:619 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 340
47:53:620 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9136us
47:53:620 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:620 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:620 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 341
47:53:620 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:634 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7514us
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:634 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:634 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:634 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:634 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:53:634 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef38)
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:634 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:634 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:634 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:634 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef40)
47:53:634 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:634 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:635 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:635 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:635 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:635 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef2c)
47:53:635 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:635 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:635 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:635 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:635 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:53:635 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:635 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:635 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:635 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:53:636 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:636 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:636 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:636 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:636 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:636 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 341
47:53:636 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2453us
47:53:636 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +780us
47:53:636 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:636 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:636 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:636 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:636 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:636 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:636 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:637 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8259us
47:53:637 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:637 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:637 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 342
47:53:637 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:651 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4197us
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:651 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:651 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:651 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:651 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:53:651 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef38)
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:651 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:651 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:651 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:651 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef40)
47:53:651 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:651 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:651 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:651 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:652 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:652 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef2c)
47:53:652 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:652 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:652 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:652 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:652 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:53:652 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:652 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:652 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:652 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:53:652 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:652 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:652 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:652 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:652 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:652 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 342
47:53:653 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5769us
47:53:653 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:653 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:653 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +3996us
47:53:653 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:653 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:653 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:653 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:653 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:653 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:653 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:653 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:653 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:653 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:653 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:653 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:653 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:653 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:653 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5043us
47:53:653 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:653 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:653 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 343
47:53:653 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:668 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +881us
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:668 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:668 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:668 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:668 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:53:668 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef38)
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:668 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:668 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:668 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:668 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef40)
47:53:668 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:668 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:668 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:669 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:669 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:669 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef2c)
47:53:669 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:669 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:669 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:669 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:669 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:53:669 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:669 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:669 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:669 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:53:669 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:669 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:669 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:669 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:670 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 343
47:53:670 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +9086us
47:53:670 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:670 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:670 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +7212us
47:53:670 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:670 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:670 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:670 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:670 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:670 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 344
47:53:670 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:684 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +112us
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:684 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:684 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:684 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:684 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:53:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef38)
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:684 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:684 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:684 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:684 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef40)
47:53:684 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:685 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:685 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:685 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:685 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef2c)
47:53:685 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:685 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:685 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:685 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:685 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:53:685 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:685 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:685 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:685 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:53:685 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:685 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:685 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:685 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:686 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:686 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +95us
47:53:686 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:686 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:686 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:686 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:686 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:686 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:686 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:686 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:686 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 344
47:53:686 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +1827us
47:53:686 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:686 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:686 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:686 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:686 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:686 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 345
47:53:686 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:701 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4247us
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:701 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:701 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:701 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:701 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:53:701 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef38)
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:701 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:701 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:701 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:701 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef40)
47:53:701 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:701 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:701 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:701 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:702 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:702 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef2c)
47:53:702 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:702 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:702 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:702 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:53:702 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:702 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:702 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:702 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:53:702 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:702 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:702 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:702 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:702 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 345
47:53:703 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5719us
47:53:703 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:703 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:703 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +427us
47:53:703 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:703 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:703 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:703 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:703 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:703 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:703 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:703 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:703 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:703 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:703 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:703 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:703 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:703 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:703 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8611us
47:53:703 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:703 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:703 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 346
47:53:703 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:718 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +931us
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:718 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:718 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:718 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:718 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:53:718 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef38)
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:718 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:718 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:718 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:718 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef40)
47:53:718 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:718 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:718 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:718 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:719 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:719 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef2c)
47:53:719 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:719 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:719 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:719 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:719 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192453 enqueued.
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef38)
47:53:719 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:719 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:719 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:719 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192453, stalladdr=48cbef40)
47:53:719 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:719 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:719 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:719 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:719 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 346
47:53:720 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +9036us
47:53:720 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:720 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:720 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +3643us
47:53:720 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:720 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:720 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:720 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:720 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:720 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:720 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:720 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:720 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:720 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:720 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:720 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:720 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:720 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:720 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 347
47:53:720 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:734 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +3009us
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:734 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:734 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:734 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:734 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192454 enqueued.
47:53:734 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef38)
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:734 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:734 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:734 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:734 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192454, stalladdr=48cbef40)
47:53:734 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:735 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:735 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:735 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192455 enqueued.
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192455, stalladdr=48cbef2c)
47:53:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:735 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:735 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:735 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192456 enqueued.
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef38)
47:53:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:735 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:735 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:735 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192456, stalladdr=48cbef40)
47:53:735 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:735 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:735 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:736 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:736 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:736 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 347
47:53:736 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2353us
47:53:736 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:736 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:736 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:736 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:736 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:736 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 348
47:53:736 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:751 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +4297us
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:751 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:751 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:751 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:751 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192457 enqueued.
47:53:751 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef38)
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:751 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:751 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:751 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:751 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192457, stalladdr=48cbef40)
47:53:751 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:752 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:752 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:752 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192458 enqueued.
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192458, stalladdr=48cbef2c)
47:53:752 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:752 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:752 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:752 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192459 enqueued.
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef38)
47:53:752 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:752 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:752 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:752 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192459, stalladdr=48cbef40)
47:53:752 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:752 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:752 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:753 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:753 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 348
47:53:753 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2529us
47:53:753 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:753 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:753 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:753 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:753 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:753 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:753 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:753 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:753 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:753 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2179us
47:53:753 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:753 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:753 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:753 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:753 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 349
47:53:753 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:768 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +980us
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:768 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:768 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:768 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:768 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192460 enqueued.
47:53:768 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef38)
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:768 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:768 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:768 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:768 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192460, stalladdr=48cbef40)
47:53:768 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:768 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:768 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:769 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:769 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:769 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192461 enqueued.
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192461, stalladdr=48cbef2c)
47:53:769 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:769 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:769 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:769 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:769 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192462 enqueued.
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef38)
47:53:769 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:769 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:769 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:769 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192462, stalladdr=48cbef40)
47:53:769 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:769 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:769 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:769 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:770 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:770 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 349
47:53:770 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8986us
47:53:770 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:770 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:770 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +75us
47:53:770 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:770 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:770 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:770 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:770 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:770 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:770 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:770 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:770 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:770 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:770 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:770 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:770 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:770 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:770 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 350
47:53:770 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:784 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +6627us
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:784 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:784 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:784 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:784 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192463 enqueued.
47:53:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef38)
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:784 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:784 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:784 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:784 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192463, stalladdr=48cbef40)
47:53:784 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:784 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:785 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:785 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:785 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192464 enqueued.
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192464, stalladdr=48cbef2c)
47:53:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:785 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:785 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:785 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192465 enqueued.
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef38)
47:53:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:785 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:785 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:785 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192465, stalladdr=48cbef40)
47:53:785 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:785 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:785 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:785 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:786 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 350
47:53:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2303us
47:53:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:786 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:786 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +3291us
47:53:786 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:786 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:786 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:786 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:786 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:786 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:786 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:786 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:786 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:786 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:786 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 351
47:53:786 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:801 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +94us
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:801 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:801 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:801 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:801 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192466 enqueued.
47:53:801 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef38)
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:801 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:801 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:801 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:801 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192466, stalladdr=48cbef40)
47:53:801 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:801 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:801 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:802 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:802 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:802 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192467 enqueued.
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192467, stalladdr=48cbef2c)
47:53:802 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:802 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:802 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:802 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192468 enqueued.
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef38)
47:53:802 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:802 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:802 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:802 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192468, stalladdr=48cbef40)
47:53:802 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:802 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:802 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:802 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:802 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 351
47:53:803 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5620us
47:53:803 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:803 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:803 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:803 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:803 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:803 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 352
47:53:803 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:818 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1030us
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:818 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:818 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:818 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:818 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192469 enqueued.
47:53:818 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef38)
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:818 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:818 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:818 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:818 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192469, stalladdr=48cbef40)
47:53:818 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:818 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:818 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:818 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:819 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:819 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192470 enqueued.
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192470, stalladdr=48cbef2c)
47:53:819 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:819 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:819 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:819 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:819 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192471 enqueued.
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef38)
47:53:819 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:819 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:819 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:819 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192471, stalladdr=48cbef40)
47:53:819 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:819 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:819 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:819 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:819 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 352
47:53:819 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +5444us
47:53:819 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:820 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:820 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:820 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:820 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:820 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:820 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:820 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:820 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:820 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:820 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:820 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:820 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:820 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:820 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2531us
47:53:820 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:820 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:820 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 353
47:53:820 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:835 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7714us
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:835 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:835 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:835 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:835 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192472 enqueued.
47:53:835 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef38)
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:835 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:835 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:835 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:835 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192472, stalladdr=48cbef40)
47:53:835 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:835 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:836 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:836 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:836 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192473 enqueued.
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192473, stalladdr=48cbef2c)
47:53:836 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:836 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:836 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:836 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192474 enqueued.
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef38)
47:53:836 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:836 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:836 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:836 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192474, stalladdr=48cbef40)
47:53:836 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:836 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:836 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:836 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:837 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 353
47:53:837 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2253us
47:53:837 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:837 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:837 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9723us
47:53:837 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:837 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:837 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:837 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:837 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:837 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +36us
47:53:837 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:837 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:837 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +203us
47:53:837 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:837 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:837 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:837 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:837 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:837 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:837 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:837 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:837 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 354
47:53:837 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:851 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +3712us
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:851 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:851 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:851 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:851 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192475 enqueued.
47:53:851 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef38)
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:851 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:851 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:851 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:851 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192475, stalladdr=48cbef40)
47:53:851 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:852 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:852 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:852 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:852 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192476 enqueued.
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192476, stalladdr=48cbef2c)
47:53:852 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:852 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:852 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:852 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:852 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192477 enqueued.
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef38)
47:53:852 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:852 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:852 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:852 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192477, stalladdr=48cbef40)
47:53:852 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:852 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:853 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:853 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:853 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:853 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 354
47:53:853 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5570us
47:53:853 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:853 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:853 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +10000us
47:53:853 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:853 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:853 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 355
47:53:853 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:868 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1080us
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:868 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:868 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:868 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:868 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192478 enqueued.
47:53:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef38)
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:868 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:868 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:868 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:868 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192478, stalladdr=48cbef40)
47:53:868 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:868 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:869 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:869 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:869 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192479 enqueued.
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192479, stalladdr=48cbef2c)
47:53:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:869 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:869 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:869 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192480 enqueued.
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef38)
47:53:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:869 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:869 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:869 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192480, stalladdr=48cbef40)
47:53:869 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:869 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:869 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:869 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:870 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 355
47:53:870 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +1826us
47:53:870 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:870 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:870 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:870 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:870 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:870 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:870 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:870 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:870 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:870 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:870 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:870 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:870 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:870 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:870 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +6099us
47:53:870 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:870 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:870 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 356
47:53:870 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:885 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7763us
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:885 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:885 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:885 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:885 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192481 enqueued.
47:53:885 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef38)
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:885 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:885 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:885 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:885 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192481, stalladdr=48cbef40)
47:53:885 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:885 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:885 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:886 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:886 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:886 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192482 enqueued.
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=48cbef2c)
47:53:886 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:886 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:886 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:886 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:886 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192483 enqueued.
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef38)
47:53:886 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:886 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:886 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:886 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192483, stalladdr=48cbef40)
47:53:886 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:886 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:886 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:886 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:886 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:886 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 356
47:53:887 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2203us
47:53:887 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:887 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:887 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +6155us
47:53:887 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:887 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:887 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:887 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:887 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:887 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:887 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:887 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:887 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:887 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:887 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:887 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:887 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:887 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:887 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2883us
47:53:887 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:887 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:887 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 357
47:53:887 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:901 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4447us
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:901 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:901 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:901 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:901 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192484 enqueued.
47:53:901 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef38)
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:901 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:901 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:901 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:901 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192484, stalladdr=48cbef40)
47:53:901 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:901 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:901 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:901 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:901 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:902 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192485 enqueued.
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192485, stalladdr=48cbef2c)
47:53:902 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:902 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:902 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:902 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:902 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192486 enqueued.
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef38)
47:53:902 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:902 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:902 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:902 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192486, stalladdr=48cbef40)
47:53:902 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:902 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:902 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:902 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:902 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:902 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 357
47:53:902 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5520us
47:53:902 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:902 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:903 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +9371us
47:53:903 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:903 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:903 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:903 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:903 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:903 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:903 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:903 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:903 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +148us
47:53:903 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:903 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:903 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +91us
47:53:903 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:903 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:903 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:903 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:903 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:903 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 358
47:53:903 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:918 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +798us
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:918 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:918 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:918 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:918 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192487 enqueued.
47:53:918 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef38)
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:918 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:918 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:918 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:918 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192487, stalladdr=48cbef40)
47:53:918 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:918 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:918 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:918 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:918 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:919 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192488 enqueued.
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192488, stalladdr=48cbef2c)
47:53:919 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:919 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:919 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:919 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:919 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192489 enqueued.
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef38)
47:53:919 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:919 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:919 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:919 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192489, stalladdr=48cbef40)
47:53:919 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:919 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:919 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:919 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:919 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:919 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 358
47:53:919 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8837us
47:53:919 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:919 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:920 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 359
47:53:920 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:935 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +7813us
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:935 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:935 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:935 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:935 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192490 enqueued.
47:53:935 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef38)
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:935 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:935 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:935 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:935 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192490, stalladdr=48cbef40)
47:53:935 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:935 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:935 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:936 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:936 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:936 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192491 enqueued.
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192491, stalladdr=48cbef2c)
47:53:936 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:936 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:936 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:936 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:936 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192492 enqueued.
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef38)
47:53:936 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:936 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:936 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:936 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192492, stalladdr=48cbef40)
47:53:936 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:936 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:936 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:936 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:936 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 359
47:53:937 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +2154us
47:53:937 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:937 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:937 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2587us
47:53:937 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:937 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:937 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:937 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:937 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:937 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:937 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:937 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:937 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:937 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:937 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:53:937 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:53:937 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:937 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:53:937 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6451us
47:53:937 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:937 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:937 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 360
47:53:937 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:951 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4496us
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:951 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:951 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:951 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:951 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192493 enqueued.
47:53:951 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef38)
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:951 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:951 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:951 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:951 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192493, stalladdr=48cbef40)
47:53:951 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:951 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:952 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:952 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:952 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:952 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192494 enqueued.
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192494, stalladdr=48cbef2c)
47:53:952 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:952 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:952 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:952 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:952 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192495 enqueued.
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef38)
47:53:952 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:952 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:952 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:952 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192495, stalladdr=48cbef40)
47:53:952 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:952 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:952 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:952 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:953 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:953 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 360
47:53:953 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +5470us
47:53:953 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:953 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:953 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5803us
47:53:953 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:53:953 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:953 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:953 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:53:953 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:953 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:953 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:53:953 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:953 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:953 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:53:953 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:953 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:953 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:53:953 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:953 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +3236us
47:53:953 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:953 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:53:953 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 361
47:53:953 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:53:968 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1180us
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:968 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:53:968 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:968 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:968 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192496 enqueued.
47:53:968 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef38)
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:968 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:968 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:968 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:968 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192496, stalladdr=48cbef40)
47:53:968 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:968 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:969 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:969 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:969 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:969 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192497 enqueued.
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192497, stalladdr=48cbef2c)
47:53:969 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:969 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:969 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:969 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:969 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192498 enqueued.
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef38)
47:53:969 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:969 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:969 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:53:969 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192498, stalladdr=48cbef40)
47:53:969 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:969 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:969 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:970 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:970 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:970 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 361
47:53:970 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +8787us
47:53:970 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:970 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:970 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 362
47:53:970 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:53:985 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +7863us
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:53:985 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:53:985 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:53:985 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:985 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192499 enqueued.
47:53:985 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef38)
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:985 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:985 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:53:985 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:53:985 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192499, stalladdr=48cbef40)
47:53:985 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:985 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:986 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:53:986 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:986 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:986 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192500 enqueued.
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192500, stalladdr=48cbef2c)
47:53:986 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:53:986 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:53:986 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:986 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:53:986 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192501 enqueued.
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef38)
47:53:986 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:53:986 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:53:986 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:53:986 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192501, stalladdr=48cbef40)
47:53:986 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:53:986 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:53:986 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:53:986 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:53:986 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:53:987 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 362
47:53:987 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1123us
47:53:987 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:53:987 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:987 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:987 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:53:987 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:987 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:987 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:53:987 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:987 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:987 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:53:987 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:53:987 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:53:987 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:53:987 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:53:987 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +20us
47:53:987 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:987 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:987 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:53:987 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:53:987 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:53:988 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 363
47:53:988 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:54:001 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4546us
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:54:001 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:54:001 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:54:001 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:001 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192502 enqueued.
47:54:001 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef38)
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:001 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:001 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:54:001 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:54:001 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192502, stalladdr=48cbef40)
47:54:001 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:001 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:001 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:54:002 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:002 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:002 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192503 enqueued.
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192503, stalladdr=48cbef2c)
47:54:002 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:002 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:54:002 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:002 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:002 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192504 enqueued.
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef38)
47:54:002 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:002 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:002 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:54:002 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192504, stalladdr=48cbef40)
47:54:002 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:002 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:54:002 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:002 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:54:002 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:54:002 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 363
47:54:003 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +5420us
47:54:003 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:003 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:54:003 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a56880, idle) +2234us
47:54:003 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:54:003 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:54:003 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:54:003 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:54:003 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:54:003 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:54:003 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:54:003 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:54:003 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:54:003 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:54:003 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a57c8c->08000000, sas core) +0us
47:54:003 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> sas thread (272->314, pc: 08000000->08a57c8c, idle) +240us
47:54:003 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:54:003 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle0 (314->272, pc: 08a56880->08000000, blocking audio) +0us
47:54:003 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +6804us
47:54:003 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:003 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:54:003 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 364
47:54:003 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:54:018 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +1230us
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:54:018 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:54:018 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:54:018 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:018 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192505 enqueued.
47:54:018 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef38)
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:018 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:018 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:54:018 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:54:018 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192505, stalladdr=48cbef40)
47:54:018 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:018 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:018 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:54:019 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:019 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:019 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192506 enqueued.
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192506, stalladdr=48cbef2c)
47:54:019 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:019 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:54:019 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:019 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:019 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192507 enqueued.
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef38)
47:54:019 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:019 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:019 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:54:019 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192507, stalladdr=48cbef40)
47:54:019 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:019 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:54:019 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:019 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:54:019 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:54:019 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 364
47:54:020 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8737us
47:54:020 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:020 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:54:020 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +5450us
47:54:020 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:54:020 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:020 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:020 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:54:020 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:020 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:020 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:54:020 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:020 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:020 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:54:020 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:020 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:020 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:54:020 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:54:020 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 365
47:54:020 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:54:035 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1501us
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:54:035 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:54:035 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:54:035 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:035 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192508 enqueued.
47:54:035 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef38)
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:035 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:035 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:54:035 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:54:035 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192508, stalladdr=48cbef40)
47:54:035 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:035 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:035 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:54:036 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:036 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:036 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192509 enqueued.
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192509, stalladdr=48cbef2c)
47:54:036 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:54:036 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:036 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:036 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192510 enqueued.
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef38)
47:54:036 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:036 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:036 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:54:036 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192510, stalladdr=48cbef40)
47:54:036 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:54:036 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:036 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:54:036 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:54:037 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 365
47:54:037 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +2054us
47:54:037 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:037 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:54:037 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:54:037 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:037 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:54:037 idle1        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 366
47:54:037 idle1        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:54:051 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08811b48, idle) +4596us
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:54:051 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04000000,linesize=512,pixelsize=1,sync=0)
47:54:051 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:54:051 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:051 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192511 enqueued.
47:54:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef38)
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:051 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:051 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:54:051 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:54:051 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192511, stalladdr=48cbef40)
47:54:051 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:051 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:051 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +15us
47:54:051 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:052 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:052 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192448 enqueued.
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192448, stalladdr=48cbef2c)
47:54:052 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:052 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle1 (276->273, pc: 08a52a04->08000000, GeDrawSync) +6us
47:54:052 idle1        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:052 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> user_main (273->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:052 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192449 enqueued.
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef38)
47:54:052 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:052 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:052 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00044000: 480 x 272 x 1 
47:54:052 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192449, stalladdr=48cbef40)
47:54:052 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:54:052 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:052 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:54:052 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:54:052 idle0        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 366
47:54:053 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +4037us
47:54:053 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f980)
47:54:053 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:053 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:053 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2fd80)
47:54:053 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:053 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:053 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30180)
47:54:053 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:053 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:053 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b30580)
47:54:053 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:053 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:053 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2f980)
47:54:053 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:54:053 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +372us
47:54:053 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:053 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:54:053 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> CheckExitGame (273->277, pc: 08000000->088127c0, idle) +10000us
47:54:053 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:053 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle1 (277->273, pc: 088127c0->08000000, thread delayed) +0us
47:54:054 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 367
47:54:054 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00000000
47:54:068 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +1279us
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 26000000 @ 00000000
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 28000000 @ 00000000
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: 5e000000 @ 00000000
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: cc000000 @ 00000000
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:931 DL Unknown: e6000000 @ 00000000
47:54:068 user_main    D[DISP]: hle\scedisplay.cpp:631 sceDisplaySetFramebuf(topaddr=04044000,linesize=512,pixelsize=1,sync=0)
47:54:068 user_main    D[CTRL]: hle\scectrl.cpp:452 1=sceCtrlReadBufferPositive(08cd1044, 1)
47:54:068 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:068 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192450 enqueued.
47:54:068 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef38)
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:068 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:068 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00088000: 480 x 272 x 1 
47:54:068 user_main    D[G3D]: gles\texturecache.cpp:210 Render to texture detected at 04088000!
47:54:068 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192450, stalladdr=48cbef40)
47:54:068 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:068 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:068 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +15us
47:54:069 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:069 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:069 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192451 enqueued.
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192451, stalladdr=48cbef2c)
47:54:069 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef2c
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:395 sceGeDrawSync(mode=0)  (0=wait for completion, 1=peek)
47:54:069 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08a52a04->08000000, GeDrawSync) +6us
47:54:069 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:069 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08a52a04, left interrupt) +0us
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:336 sceGeListEnQueue(addr=48cbef00, stall=48cbef00, cbid=00000000, param=00000000)
47:54:069 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef00
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:343 List 889192452 enqueued.
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef38)
47:54:069 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef00 - stall = 08cbef38
47:54:069 user_main    D[SCEGE]: gles\framebuffer.cpp:586 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1
47:54:069 user_main    D[SCEGE]: gles\framebuffer.cpp:819 Switching render target to FBO for 00000000: 480 x 272 x 1 
47:54:069 user_main    D[SCEGE]: hle\scege.cpp:382 sceGeListUpdateStallAddr(dlid=889192452, stalladdr=48cbef40)
47:54:069 user_main    D[G3D]: gpu\gpucommon.cpp:658 Okay, starting DL execution at 08cbef38 - stall = 08cbef40
47:54:069 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08813e28->08000000, interrupt) +6us
47:54:069 idle0        D[CPU]: hle\scege.cpp:112 Entering interrupt handler 08a51d48
47:54:069 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08813e28, left interrupt) +0us
47:54:069 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: user_main -> idle0 (276->272, pc: 08811b48->08000000, vblank start waited) +2us
47:54:070 idle1        D[DISP]: hle\scedisplay.cpp:603 Leave VBlank 367
47:54:070 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> CheckExitGame (272->277, pc: 08000000->088127c0, idle) +8687us
47:54:070 CheckExitGam D[KERNEL]: hle\scekernelthread.cpp:2568 sceKernelDelayThreadCB(10000 usec)
47:54:070 idle0        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: CheckExitGame -> idle0 (277->272, pc: 088127c0->08000000, thread delayed) +0us
47:54:070 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a56880, idle) +1882us
47:54:070 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2e980)
47:54:070 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:070 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:070 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2ed80)
47:54:070 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:070 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:070 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f180)
47:54:070 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:070 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:070 sas thread   D[SCESAS]: hle\scesas.cpp:126 sceSasCore(08cbe040, 08b2f580)
47:54:070 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a57c8c->08000000, sas core) +0us
47:54:070 sas thread   D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle1 -> sas thread (273->314, pc: 08000000->08a57c8c, idle) +240us
47:54:070 sas thread   D[AUDIO]: hle\sceaudio.cpp:109 sceAudioOutputPannedBlocking(00000006, 00008000, 00008000, 08b2e980)
47:54:070 idle1        D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: sas thread -> idle1 (314->273, pc: 08a56880->08000000, blocking audio) +0us
47:54:070 idle0        D[DISP]: hle\scedisplay.cpp:504 Enter VBlank 368
47:54:070 idle0        D[SCEGE]: gles\framebuffer.cpp:967 Displaying FBO 00044000
47:54:085 user_main    D[KERNEL]: hle\scekernelthread.cpp:3263 Context switch: idle0 -> user_main (272->276, pc: 08000000->08811b48, idle) +5119us
47:54:085 user_main    I[G3D]: gles\texturecache.cpp:88 Texture cached cleared from 1 textures
47:54:085 user_main    I[SCEGE]: gles\framebuffer.cpp:1555 Destroying FBO for 00088000 : 480 x 272 x 1
47:54:085 user_main    I[SCEGE]: gles\framebuffer.cpp:1555 Destroying FBO for 00000000 : 480 x 272 x 1
47:54:085 user_main    I[SCEGE]: gles\framebuffer.cpp:1555 Destroying FBO for 00044000 : 480 x 272 x 1
47:54:126 user_main    I[LOAD]: core\config.cpp:691 Config saved: E:\project\testing\300\ppsspp\memstick/PSP/SYSTEM/ppsspp.ini
47:54:131 user_main    I[LOAD]: core\config.cpp:703 Controller config saved: E:\project\testing\300\ppsspp\memstick/PSP/SYSTEM/controls.ini
47:54:248 user_main    I[LOAD]: core\config.cpp:691 Config saved: E:\project\testing\300\ppsspp\memstick/PSP/SYSTEM/ppsspp.ini
47:54:252 user_main    I[LOAD]: core\config.cpp:703 Controller config saved: E:\project\testing\300\ppsspp\memstick/PSP/SYSTEM/controls.ini
