Compare the right fb address for suboffset textures

If that case is changed to AttachFramebufferValid(), fixes Valkyrie Profile's intro logo graphics mostly.

Still seems to hang somewhat into the game...

This is because `(entry->addr - address) / entry->bufw < framebuffer->height` ignored the VRAM address.

Not heavily tested since I don't have much time today, but might be safe to have fun breaking things now?

-[Unknown]