Don't thinks so, it uses the texture with lots of different elements treated with same settings and they work fine.
Code:
Flags:
Name Value
Lighting enable 0
Light 0 enable 0
Light 1 enable 0
Light 2 enable 0
Light 3 enable 0
Clip enable 1
Cullface enable 1
Texture map enable 1
Fog enable 0
Dither enable 1
Alpha blend enable 1
Alpha test enable 1
Depth test enable 0
Stencil test enable 0
Antialias enable 0
Patch cull enable 1
Color test enable 0
Logic op enable 0
Depth write disable 1
Lightning:
Name Value
Ambient color 808080
Ambient alpha 0000ff
Material update ambient, diffuse, specular
Material emissive 000000
Material ambient 0000ff
Material diffuse 0000ff
Material alpha 0000ff
Material specular 0000ff
Mat. specular coef 0.000000
Reverse normals 0
Shade model gouraud
Light mode separate specular (disabled)
Light type 0 type: directional, comp: diffuse + spec (disabled)
Light type 1 type: directional, comp: diffuse (disabled)
Light type 2 type: directional, comp: diffuse (disabled)
Light type 3 type: directional, comp: diffuse (disabled)
Light pos 0 0.000000, 1.000000, 0.000000 (disabled)
Light pos 1 0.000000, 0.000000, 0.000000 (disabled)
Light pos 2 0.000000, 0.000000, 0.000000 (disabled)
Light pos 3 0.000000, 0.000000, 0.000000 (disabled)
Light dir 0 0.000000, 0.000000, 0.000000 (disabled)
Light dir 1 0.000000, 0.000000, 0.000000 (disabled)
Light dir 2 0.000000, 0.000000, 0.000000 (disabled)
Light dir 3 0.000000, 0.000000, 0.000000 (disabled)
Light att 0 0.000000, 0.000000, 0.000000 (disabled)
Light att 1 0.000000, 0.000000, 0.000000 (disabled)
Light att 2 0.000000, 0.000000, 0.000000 (disabled)
Light att 3 0.000000, 0.000000, 0.000000 (disabled)
Lightspot coef 0 0.000000 (disabled)
Lightspot coef 1 0.000000 (disabled)
Lightspot coef 2 0.000000 (disabled)
Lightspot coef 3 0.000000 (disabled)
Light angle 0 0.000000 (disabled)
Light angle 1 0.000000 (disabled)
Light angle 2 0.000000 (disabled)
Light angle 3 0.000000 (disabled)
Light ambient 0 404040 (disabled)
Light diffuse 0 ffffff (disabled)
Light specular 0 ffffff (disabled)
Light ambient 1 000000 (disabled)
Light diffuse 1 000000 (disabled)
Light specular 1 000000 (disabled)
Light ambient 2 000000 (disabled)
Light diffuse 2 000000 (disabled)
Light specular 2 000000 (disabled)
Light ambient 3 000000 (disabled)
Light diffuse 3 000000 (disabled)
Light specular 3 000000 (disabled)
Texture:
Name Value
Tex U scale 1.000000
Tex V scale 1.000000
Tex U offset 0.000000
Tex V offset 0.000000
Tex mapping mode gen: tex coords, proj: pos
Tex shade srcs s: 0, t: 0
Tex mode swizzled, 1 levels
Tex format CLUT8
Tex filtering min: nearest, mag: nearest
Tex wrapping wrap s, wrap t
Tex level/bias auto
Tex lod slope 0.000000
Tex func modulate, RGBA
Tex env color 000000
CLUT 08a2e080, w=0
CLUT format ABGR 8888 ind & ff
Texture L0 addr 08a1e080, w=256
Texture L1 addr 00000000, w=0
Texture L2 addr 00000000, w=0
Texture L3 addr 00000000, w=0
Texture L4 addr 00000000, w=0
Texture L5 addr 00000000, w=0
Texture L6 addr 00000000, w=0
Texture L7 addr 00000000, w=0
Texture L0 size 256x256
Texture L1 size 1x1
Texture L2 size 1x1
Texture L3 size 1x1
Texture L4 size 1x1
Texture L5 size 1x1
Texture L6 size 1x1
Texture L7 size 1x1
Settings:
Name Value
Clear mode 0
Framebuffer 00000000, w=512
Framebuffer format 5551
Depthbuffer 00088000, w=512
Vertex type through, u16 texcoords, s16 positions
Offset addr 08000000
Vertex addr 0897ce40
Index addr 0948fa38
Region 0,0 - 479,271
Scissor 0,0 - 479,271
Min Z 000000
Max Z 00ffff
Viewport Scale 288.000000, -176.000000, -32768.000000
Viewport Offset 2144.000000, 2072.000000, 32767.000000
Offset 1904.000000x1936.000000
Cull mode front (CW)
Color test pass if (c & 000000) NEVER (000000 & 000000) (disabled)
Alpha test pass if (a & ff) > (00 & ff)
Stencil test pass if (00 & 00) NEVER (a & 00) (disabled)
Stencil test op fail=KEEP, pass/depthfail=KEEP, pass=KEEP (disabled)
Depth test pass if src ALWAYS dst (disabled)
Alpha blend mode add: src.a, 1.0 - src.a
Blend color A 000000
Blend color B 000000
Logic Op clear (disabled)
Fog 1 800.000000 (disabled)
Fog 2 0.002000 (disabled)
Fog color 000000 (disabled)
RGB mask 000000
Stencil/alpha mask 000000
Morph Weight 0 0.000000
Morph Weight 1 0.000000
Morph Weight 2 0.000000
Morph Weight 3 0.000000
Morph Weight 4 0.000000
Morph Weight 5 0.000000
Morph Weight 6 0.000000
Morph Weight 7 0.000000
Patch division 000404
Patch primitive triangles
Patch facing 000001
Dither 0 001d0c
Dither 1 00f3e2
Dither 2 000c1d
Dither 3 00e2f3
Transfer src 00000000, w=0
Transfer src pos 0,0
Transfer dst 00000000, w=0
Transfer dst pos 0,0
Transfer size 0,0
The only weird thing I see is that U is getting increased by huge offset and maybe also that X starts from bigger number followed by smaller when usually it's the opposite.
Edit: I think animation will show why I think this is intentional, but doesn't show on psp:
(click to see)
the glitch disappears completely when powering up into red bar, this is also when coordinates get inside the 256x256 texture. /Might not be clear due to gif compression, but when the red bar shows up, everything looks fine.