Recent logs - Silent Hill®: Origins

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Silent Hill®: Origins v1.9.4 2020-03-24 ReadFromHardware: Invalid address 000647ae near PC 000647ae LR 088b60a8
Silent Hill®: Origins v1.9.4 2020-03-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 03f04444:41800b14 HWX T N Fog Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_
Silent Hill®: Origins v1.9.4 2020-03-08 sceDmacMemcpy(dest=09455a40, src=093cda20, size=557056): overlapping read
Silent Hill®: Origins v1.9.4 2020-01-16 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p2-01rel0 [Revision 96995]. 01f04484:00000b04 HWX T N Fog Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRang
Silent Hill®: Origins v1.9.4 2020-01-16 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p2-01rel0 [Revision 96995]. 01f04444:00000b04 HWX T N Fog Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Silent Hill®: Origins v1.9.3-164-g0a5ec4838 2019-12-29 80630006=sceAtracSetDataAndGetID(08d4f780, 00001800): invalid RIFF header
Silent Hill®: Origins v1.9.4 2019-12-25 Unknown GE command : fdfbdfab
Silent Hill®: Origins v1.9.4 2019-12-25 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 03f04844:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse)
Silent Hill®: Origins v1.9.4 2019-12-25 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 03f04484:41800b14 HWX T N Fog Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diff
Silent Hill®: Origins v1.9.4 2019-12-25 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 03f04840:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v
Silent Hill®: Origins v1.9.4 2019-12-25 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 03f04484:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse)
Silent Hill®: Origins v1.9.4 2019-12-02 Render to area containing texture at 04170000 +384x0
Silent Hill®: Origins v1.9.4 2019-11-26 Bad video stream 1
Silent Hill®: Origins v1.9.4 2019-11-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
Silent Hill®: Origins v1.9.4 2019-11-20 FBO using existing buffer as depthbuffer, 040e0000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.9.4 2019-11-20 FBO using existing buffer as depthbuffer, 040c0000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.9.4 2020-02-07 Render to area containing texture at 04080000 +960x0
Silent Hill®: Origins v1.6.3 2019-08-08 Ignoring possible render to texture at 04170000 +256x128 / 480x272
Silent Hill®: Origins v1.8.0 2019-07-28 Unknown GE command : fecdeda0
Silent Hill®: Origins v1.9.4 2020-02-21 sceDmacMemcpy(dest=09455a40, src=09190de0, size=557056): overlapping read
Silent Hill®: Origins v1.9.4 2019-10-19 Ignoring possible render to texture at 04170000 +128x128 / 512x272
Silent Hill®: Origins v1.9.4 2020-03-14 Render to area containing texture at 04170000 +256x0
Silent Hill®: Origins v1.9.3 2020-01-14 Render to area containing texture at 04060000 +960x0
Silent Hill®: Origins v1.8.0 2019-08-16 Failed decrypting the PRX (ret = -1, size = 5782812, psp_size = 5783152)!
Silent Hill®: Origins v1.9.4 2020-03-27 Unknown GetPointer 00000000 PC 088f8640 LR 08000030
Silent Hill®: Origins v1.9.4 2020-01-31 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Silent Hill®: Origins v1.9.4 2019-12-03 Ignoring possible render to texture at 04170000 +256x128 / 512x272
Silent Hill®: Origins v1.9.4 2020-03-28 Ignoring possible render to texture at 04170000 +256x128 / 512x256
Silent Hill®: Origins v1.9.4 2020-03-23 FBO using existing buffer as depthbuffer, 040a0000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.9.4 2020-03-23 FBO using existing buffer as depthbuffer, 04080000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.9.4 2020-03-27 Render to area containing texture at 04040000 +960x0
Silent Hill®: Origins v1.9.4 2020-03-25 Unknown GetPointer 00000000 PC 089830d4 LR 089830d4
Silent Hill®: Origins v1.7.4 2019-02-24 Unknown GE command : fcfe216c
Silent Hill®: Origins v1.7.5 2019-01-12 sceDmacMemcpy(dest=0983cbb0, src=097b4b90, size=557056): overlapping read
Silent Hill®: Origins v1.9.4 2020-04-02 FBO using existing buffer as depthbuffer, 04170000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.9.4 2020-04-02 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.9.4 2020-04-01 Rendering to framebuffer offset: 04170000 +256x0
Silent Hill®: Origins v1.9.4 2020-04-03 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.9.4 2020-04-03 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/04000000
Silent Hill®: Origins v1.5.4 2018-11-13 sceDmacMemcpy(dest=09921de0, src=09811da0, size=557056): overlapping read
Silent Hill®: Origins v1.7 2018-11-01 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.g * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
Silent Hill®: Origins v1.7 2018-11-01 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (mod(index.r * 31.990000, 256.0) * 0.003906) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
Silent Hill®: Origins v1.7 2018-11-01 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
Silent Hill®: Origins v1.7 2018-11-01 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #version 110 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.b * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
Silent Hill®: Origins v1.7 2018-11-01 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context ERROR: error(#273) 1 compilation errors. No code generated depal #ifdef GL_ES precision highp float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Silent Hill®: Origins v1.6.3 2018-10-07 sceDmacMemcpy(dest=09921de0, src=09899dc0, size=557056): overlapping read
Silent Hill®: Origins v1.6.3 2018-09-30 sceDmacMemcpy(dest=09919e80, src=09891e60, size=557056): overlapping read
Silent Hill®: Origins v1.9.3 2019-11-01 sceDmacMemcpy(dest=09459260, src=09190de0, size=557056): overlapping read
Silent Hill®: Origins v1.6.3 2018-09-09 sceDmacMemcpy(dest=0914de30, src=09588a60, size=557056): overlapping read
Silent Hill®: Origins v1.9.4 2020-02-27 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
Silent Hill®: Origins v1.4.2 2018-08-07 Wrong magic number 00000000
Silent Hill®: Origins v1.6.3-492-g9fddfff66 2019-01-11 WriteToHardware: Invalid address 00000000 near PC 088d95f8 LR 088d95f8
Silent Hill®: Origins v1.6.3-492-g9fddfff66 2020-03-29 GL ran out of GPU memory; switching to low memory mode
Silent Hill®: Origins v1.6.3 2018-06-23 sceDmacMemcpy(dest=0945b5a0, src=093d3580, size=557056): overlapping read
Silent Hill®: Origins v1.9.4 2020-04-02 Ignoring possible render to texture at 04170000 +128x128 / 512x256
Silent Hill®: Origins v1.6.3-82-g3ed9d0bc0 2018-09-19 Render to area containing texture at 00080000 +960x0
Silent Hill®: Origins v1.6.3 2018-12-18 Ignoring possible render to texture at 00170000 +256x128 / 512x272
Silent Hill®: Origins v1.8.0 2019-09-10 sceDmacMemcpy(dest=09927b10, src=09817ad0, size=557056): overlapping read
Silent Hill®: Origins v1.9.4 2020-04-01 sceDmacMemcpy(dest=09459260, src=093d1240, size=557056): overlapping read
Silent Hill®: Origins v1.7.5 2019-12-16 Attempting to texture from target (src=00170000 / target=00170000 / flags=7)
Silent Hill®: Origins v1.5.4 2018-01-10 Unexpected mpeg first timestamp: 9f080027 / 2668101671
Silent Hill®: Origins v1.7.4 2020-03-23 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=0)
Silent Hill®: Origins v1.7.5 2020-02-24 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=7)
Silent Hill®: Origins v1.6.3 2018-10-03 Ignoring possible render to texture at 00170000 +128x128 / 512x272
Silent Hill®: Origins v1.7.5 2019-03-07 80630006=sceAtracSetDataAndGetID(08d4f780, 00020000): invalid RIFF header
Silent Hill®: Origins v1.4-2-g648bc5d 2017-10-10 sceDmacMemcpy(dest=09927b10, src=0989faf0, size=557056): overlapping read
Silent Hill®: Origins v1.3.0.1 2017-06-14 Unknown GE command : fdfefc86
Silent Hill®: Origins v1.4.2 2017-10-04 sceDmacMemcpy(dest=09921de0, src=09899dc0, size=557056): overlapping read
Silent Hill®: Origins v1.3.0.1 2017-06-04 sceDmacMemcpy(dest=094626b0, src=09970010, size=557056): overlapping read
Silent Hill®: Origins v1.5.4 2018-01-06 FBO using existing buffer as depthbuffer, 000e0000/00000000 and 00000000/00000000
Silent Hill®: Origins v1.5.4 2018-01-06 FBO using existing buffer as depthbuffer, 000c0000/00000000 and 00000000/00000000
Silent Hill®: Origins v1.3.0.1 2017-05-08 sceDmacMemcpy(dest=09929e50, src=09819e10, size=557056): overlapping read
Silent Hill®: Origins v1.3.0.1 2017-05-14 sceDmacMemcpy(dest=09929e50, src=098a1e30, size=557056): overlapping read
Silent Hill®: Origins v1.4-2-g648bc5d 2017-05-04 sceDmacMemcpy(dest=09921de0, src=09811da0, size=557056): overlapping read
Silent Hill®: Origins v1.7.5 2019-09-06 Render to area containing texture at 00170000 +256x0
Silent Hill®: Origins v1.5.4 2018-03-02 Unexpected mpeg first timestamp: 2eb42083611 / 3209448404497
Silent Hill®: Origins v1.9.4 2020-03-09 Unexpected mpeg first timestamp: 2fb00000000 / 3277060046848
Silent Hill®: Origins v1.6.3-456-g6d0ed4a 2019-10-11 Render to area containing texture at 00170000 +384x0
Silent Hill®: Origins v1.3.0.1 2017-04-16 sceDmacMemcpy(dest=0945cc70, src=093d4c50, size=557056): overlapping read
Silent Hill®: Origins v1.3.0.1 2017-04-18 sceDmacMemcpy(dest=0945cc70, src=09190de0, size=557056): overlapping read
Silent Hill®: Origins v1.6.3 2018-08-21 Render to area containing texture at 00060000 +960x0
Silent Hill®: Origins v1.1.1 2016-05-30 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Silent Hill®: Origins v1.7.5 2019-03-07 Render to area containing texture at 00040000 +960x0
Silent Hill®: Origins v1.2.2 2016-05-12 sceDmacMemcpy(dest=09967b20, src=09857ae0, size=557056): overlapping read
Silent Hill®: Origins v1.2.2 2016-05-08 Unexpected mpeg first timestamp: a3bcb2241c9 / 11251927368137
Silent Hill®: Origins v1.2.2 2016-05-08 Unexpected mpeg first timestamp: dadf720a922 / 15040826616098
Silent Hill®: Origins v1.2.2 2016-05-08 Unexpected mpeg first timestamp: cd16b354c6c / 14093586353260
Silent Hill®: Origins v1.2.2 2016-05-08 Unexpected mpeg first timestamp: 5fdf50fa444 / 6588296307780
Silent Hill®: Origins v1.9.4 2020-04-01 Unexpected mpeg first timestamp: 2be00000000 / 3015067041792
Silent Hill®: Origins v1.7.5 2019-09-16 FBO using existing buffer as depthbuffer, 000a0000/00000000 and 00000000/00000000
Silent Hill®: Origins v1.7.5 2019-11-15 Ignoring possible render to texture at 00170000 +256x128 / 512x256
Silent Hill®: Origins v1.7.4 2019-02-24 Ignoring possible render to texture at 04170000 +128x128 / 480x272
Silent Hill®: Origins v1.9.3 2019-11-10 Render to area containing texture at 04170000 +128x0
Silent Hill®: Origins v1.7.5 2020-03-13 FBO using existing buffer as depthbuffer, 00080000/00000000 and 00000000/00000000
Silent Hill®: Origins v1.3.0.1 2017-07-19 sceDmacMemcpy(dest=09927b10, src=09817ad0, size=557056): overlapping read
Silent Hill®: Origins v1.3.0.1 2017-04-10 sceDmacMemcpy(dest=0945b5a0, src=09190550, size=557056): overlapping read
Silent Hill®: Origins v1.9.4 2020-01-21 Unexpected mpeg first timestamp: 600 / 1536
Silent Hill®: Origins v1.9.4 2020-01-21 Unexpected mpeg first timestamp: 197096 / 1667222
Silent Hill®: Origins v1.9.4 2020-01-21 Unexpected mpeg first timestamp: cf5a8166884 / 14249226561668
Silent Hill®: Origins v1.9.4 2020-01-21 Unexpected mpeg first timestamp: 3c888088496 / 4159810602134