Recent logs - Silent Hill Zero

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 Zero v1.17.1 2024-03-29 Unknown GetPointerWrite 00ff0000 PC 088fdd90 LR 088fdd48
Silent Hill Zero v1.17.1-16-gf5450e40e 2024-03-25 Savedata version requested: 3
Silent Hill Zero v1.17.1 2024-03-14 Can't draw: No current render step. Step count: 0
Silent Hill Zero v1.12.3 2024-02-27 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 r6p1-01rel0 [Revision 96995]. 01f04444:00000b34 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(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_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
Silent Hill Zero v1.15.4 2024-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
Silent Hill Zero v1.15.4 2024-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1
Silent Hill Zero v1.16.6 2024-01-24 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
Silent Hill Zero v1.16.6 2024-01-24 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
Silent Hill Zero v1.16.6 2024-01-11 sceDmacMemcpy(dest=09b0beb0, src=099fbe70, size=557056): overlapping read
Silent Hill Zero v1.11.3 2023-12-12 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Silent Hill Zero v1.9.0 2023-12-08 sceDmacMemcpy(dest=097ff220, src=096ef1e0, size=557056): overlapping read
Silent Hill Zero v1.14.4 2023-12-02 Ignoring possible texturing from framebuffer at 04170000 +128x128 / 256x256
Silent Hill Zero v1.11.3 2023-11-26 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Silent Hill Zero v1.11.3 2023-11-26 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Silent Hill Zero v1.14.4 2023-11-04 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 r7p0-00rel0 [Revision 96995]. 03f04440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f04440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1 Cull 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 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum
Silent Hill Zero v1.11.3 2023-10-27 sceDmacMemcpy(dest=09471300, src=093e92e0, size=557056): overlapping read
Silent Hill Zero v1.16.3 2023-10-27 sceKernelLoadModule: unsupported options size=00000014, flags=08a410b4, pos=0, access=1, data=2, text=2
Silent Hill Zero v1.16.3 2023-10-27 sceKernelLoadModule: unsupported options size=00000014, flags=08a410b4, pos=0, access=1, data=1, text=1
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 19, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 18, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 17, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 16, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 15, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 14, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 13, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 12, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 11, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 10, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 9, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.16.3 2023-10-27 sceSasSetADSRMode(08bbde80, 8, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Silent Hill Zero v1.12.3 2023-10-26 Ignoring possible texturing from framebuffer at 0415b500 +0x104 / 256x272
Silent Hill Zero v1.12.3 2023-10-26 Using texture with rendered CLUT: texfmt=5, clutfmt=3
Silent Hill Zero v1.12.3 2023-10-26 FBO created from existing depthbuffer as color, 04088000/00000000 and 0415b500/04088000
Silent Hill Zero v1.12.3 2023-10-26 FBO created from existing depthbuffer as color, 04088000/00000000 and 041fc000/04088000
Silent Hill Zero v1.12.3 2023-10-26 FBO created from existing depthbuffer as color, 04088000/00000000 and 041fe000/04088000
Silent Hill Zero v1.12.3 2023-10-26 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Silent Hill Zero v1.12.3 2023-10-26 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Silent Hill Zero v1.12.3 2023-10-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 812ce560
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 812bf578
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 812d4558
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 812c5570
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 812b64b0
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 8128c2b8
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81271f60
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81268f48
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 8125ffc8
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81259fd0
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81262f50
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81250e10
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81250eb8
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81250f60
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81251018
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 812510c0
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81251178
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number b6d00fc8
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 8125ffe8
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81250f28
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 811f2630
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 811e20e8
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 811eb280
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 811e21b0
Silent Hill Zero v1.4-2-g648bc5d 2023-10-20 Wrong magic number 81296c68
Silent Hill Zero v1.16 2023-10-14 Jump to invalid address: 001d6c0c
Silent Hill Zero v1.16 2023-10-14 Jump to invalid address: 001d6bf4
Silent Hill Zero v1.16 2023-10-14 Unknown GetPointer 001d6e70 PC 00000000 LR 00000000
Silent Hill Zero v1.16 2023-10-14 ReadFromHardware: Invalid address 001d6e80 near PC 00000000 LR 00000000
Silent Hill Zero v1.16 2023-10-14 Garbage libstub address 001d6e88 or end 001d7054
Silent Hill Zero v1.15.4 2023-09-06 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Silent Hill Zero v1.16.6 2024-03-13 sceDmacMemcpy(dest=0993d6e0, src=0982d6a0, size=557056): overlapping read
Silent Hill Zero v1.15.4-262-g08d578dce 2023-07-26 sceDmacMemcpy(dest=09838d00, src=097b0ce0, size=557056): overlapping read
Silent Hill Zero v1.15.4 2023-07-22 sceDmacMemcpy(dest=0993a360, src=098b2340, size=557056): overlapping read
Silent Hill Zero v1.15.4 2023-07-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Silent Hill Zero v1.4-2-g648bc5d 2023-07-10 sceDmacMemcpy(dest=097a18c0, src=09691880, size=557056): overlapping read
Silent Hill Zero v1.11.3-111-g047f84d5e 2023-07-03 sceDmacMemcpy(dest=09e51cf0, src=09d41cb0, size=557056): overlapping read
Silent Hill Zero v1.12.3 2023-06-04 __KernelStopThread: thread 376 does not exist
Silent Hill Zero v1.4-2-g648bc5d 2023-05-07 Wrong magic number 00323232
Silent Hill Zero v1.14.4 2023-03-29 Truncating vertex count from 23310 to 21845
Silent Hill Zero v1.14 2024-01-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Silent Hill Zero v1.14.4-857-g7df51c3d0 2023-03-13 __KernelStopThread: thread 376 does not exist (helper deleted)
Silent Hill Zero v1.14.4 2023-02-26 Truncating vertex count from 29670 to 21845
Silent Hill Zero v1.13.1 2023-07-18 Failed to read valid video stream data from header
Silent Hill Zero v1.14 2023-01-10 UI scissor out of bounds in GamePauseScreen: 0,26-420,1414 / 1440,720
Silent Hill Zero v1.14 2023-01-10 UI scissor out of bounds in GamePauseScreen: 2040,13-800,347 / 1440,720
Silent Hill Zero v1.14 2023-01-10 UI scissor out of bounds in GamePauseScreen: 0,13-2014,347 / 1440,720
Silent Hill Zero v1.4-2-g648bc5d 2023-01-04 Wrong magic number 10fab438
Silent Hill Zero v1.13.2 2023-01-01 00000000=sceDisplaySetHoldMode(00000001): unsupported
Silent Hill Zero v1.17.1-16-gf5450e40e 2024-04-21 Rendering to framebuffer offset at 04170000 +256x0 (stride 512)
Silent Hill Zero v1.13.2 2022-11-30 Unknown GE command : fee38e00
Silent Hill Zero v1.12.3 2022-11-22 Nonsense glyph bitmap direction flag
Silent Hill Zero v1.15.4 2023-06-25 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
Silent Hill Zero v1.13.2 2022-11-06 An uneaten prefix at end of block: 08927e70
Silent Hill Zero v1.17.1-35-g0159102a1 2024-04-21 00000400=sceGeEdramSetAddrTranslation(00001000)
Silent Hill Zero v1.13.1 2022-08-03 sceKernelLoadModule: unsupported options size=00000014, flags=cccbcac9, pos=0, access=1, data=2, text=2
Silent Hill Zero v1.13.2 2023-07-18 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888): [C:0404c000/512 Z:04000000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:00000000/0 X:0 Y:152 reint: false]
Silent Hill Zero v1.10.3 2022-07-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Silent Hill Zero v1.10.3 2022-07-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Silent Hill Zero v1.16.6 2024-03-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Silent Hill Zero v1.10.3 2022-07-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Silent Hill Zero v1.4-2-g648bc5d 2022-07-15 Wrong magic number 573e7c2f