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 v1.10.3-859-gdfb5cd37d 2020-10-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 04020000/04000000
Silent Hill Zero v1.10.3-859-gdfb5cd37d 2020-10-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 0404c000/04000000
Silent Hill Zero v1.10.3-859-gdfb5cd37d 2020-10-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 040d4000/04000000
Silent Hill Zero v1.10.3-712-g7ed1ade56 2020-10-19 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/00000000
Silent Hill Zero v1.10.3-712-g7ed1ade56 2020-10-19 FBO using existing buffer as depthbuffer, 04000000/04000000 and 04000000/00000000
Silent Hill Zero v1.10.3-712-g7ed1ade56 2020-10-08 Ignoring possible texturing from framebuffer at 04170000 +128x128 / 512x256
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84959150
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84a20430
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84a73e30
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84a34ee0
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 7c6b3f00
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84a4cea0
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84a1ff20
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 849fbf80
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 849e8090
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84a19f30
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84997200
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84a13f40
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 849e6fc0
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 0000002a
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84997080
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 8497c0d0
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84961120
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 84958140
Silent Hill Zero v1.4-2-g648bc5d 2020-10-07 Wrong magic number 0000000b
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a868008
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a86b6f8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a82c6f8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a83e6f8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a7b1d88
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a8476f8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a8506f8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a84d008
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a8466a8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a82a358
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a83c358
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a829008
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a8216f8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a7b9518
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a7af6a8
Silent Hill Zero v1.4-2-g648bc5d 2020-10-02 Wrong magic number 6a7ae698
Silent Hill Zero v1.10.3 2020-10-01 sceDmacMemcpy(dest=094706e0, src=093e86c0, size=557056): overlapping read
Silent Hill Zero v1.4-2-g648bc5d 2020-09-26 Wrong magic number 8c840010
Silent Hill Zero v1.4-2-g648bc5d 2020-09-26 Wrong magic number 14ffffff
Silent Hill Zero v1.4-2-g648bc5d 2020-10-15 Wrong magic number 00000000
Silent Hill Zero v1.10.3-859-gdfb5cd37d 2020-10-16 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/00000000
Silent Hill Zero v1.10.3-859-gdfb5cd37d 2020-10-19 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888)
Silent Hill Zero v1.10.3-859-gdfb5cd37d 2020-10-19 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/00000000
Silent Hill Zero v1.10.3 2020-08-15 Unknown syscall in known module 'sceNpService': 0x268c009d
Silent Hill Zero v1.10.3 2020-08-15 Unknown syscall in known module 'sceNpService': 0x1da3e950
Silent Hill Zero v1.10.3 2020-08-15 Unknown syscall in known module 'sceNpService': 0x168b8de5
Silent Hill Zero v1.10.3 2020-08-15 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
Silent Hill Zero v1.10.3 2020-08-13 Unknown syscall in known module 'sceAudio': 0x46ebb729
Silent Hill Zero v1.10.2 2020-09-14 Render to area containing texture at 04170000 +256x0
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-06-10 Error in shader program link: info: (unknown reason) fs: 00000000:0d000082 Tex TClamp StenToAlpha StenKeep TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-06-10 Error in shader program link: info: (unknown reason) fs: 00000000:00000082 Tex TClamp TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Silent Hill Zero v1.9.4 2020-06-07 sceDmacMemcpy(dest=099169a0, src=0988e980, size=557056): overlapping read
Silent Hill Zero v1.9.4 2020-08-31 Ignoring possible render to texture at 04170000 +128x128 / 512x272
Silent Hill Zero v1.9.4 2020-03-17 sceDmacMemcpy(dest=0944ae80, src=093c2e60, size=557056): overlapping read
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-03-01 Render to area containing texture at 000d4000 +960x24
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-02-29 Unknown GE command : fcfff6b8
Silent Hill Zero v1.9.3 2020-02-26 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 r6p0-01rel1 [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 (
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-03-01 Render to area containing texture at 00080000 +960x0
Silent Hill Zero v1.9.4 2020-02-23 sceDmacMemcpy(dest=0970c150, src=095fc110, size=557056): overlapping read
Silent Hill Zero v1.9.3 2020-02-17 sceDmacMemcpy(dest=09919d20, src=09891d00, size=557056): overlapping read
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-01-29 GL ran out of GPU memory; switching to low memory mode
Silent Hill Zero v1.9.4 2020-03-01 Ignoring possible render to texture at 04170000 +128x128 / 480x272
Silent Hill Zero v1.9.4 2020-01-10 WriteToHardware: Invalid address 00000058 near PC 08000000 LR 08000000
Silent Hill Zero v1.9.2-17-g6a1676413 2020-09-04 Render to area containing texture at 04080000 +960x0
Silent Hill Zero v1.8.0 2019-11-26 Unexpected mpeg first timestamp: 2eb42083611 / 3209448404497
Silent Hill Zero v1.8.0 2019-11-26 Unexpected mpeg first timestamp: 99f0c / 630540
Silent Hill Zero v1.9.4 2020-09-05 Ignoring possible render to texture at 04170000 +256x128 / 512x256
Silent Hill Zero v1.6.3-492-g9fddfff66 2019-09-25 Error in shader compilation: info: (unknown reason) 00000000:0000038e Tex TClampST TFuncRepl #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; }
Silent Hill Zero v1.8.0 2019-09-11 Unknown GE command : fe7fde86
Silent Hill Zero v1.9.4 2020-07-06 Render to area containing texture at 04060000 +960x0
Silent Hill Zero v1.9.4 2020-08-27 FBO using existing buffer as depthbuffer, 040a0000/04000000 and 04000000/04000000
Silent Hill Zero v1.8.0 2020-10-18 WriteToHardware: Invalid address 000002a3 near PC 08000000 LR 08000000
Silent Hill Zero v1.6.3-492-g9fddfff66 2019-08-17 WriteToHardware: Invalid address 0012a438 near PC 088d976c LR 088d976c
Silent Hill Zero v1.9.4 2020-02-08 Unknown GetPointer 00000000 PC 088f87e4 LR 08000030
Silent Hill Zero v1.6.3-492-g9fddfff66 2019-09-14 sceDmacMemcpy(dest=099169a0, src=09806960, size=557056): overlapping read
Silent Hill Zero v1.4.2-199-g3249d81 2019-06-25 Wrong magic number 27bd0000
Silent Hill Zero v1.8.0 2019-06-09 An uneaten prefix at end of block: 08992140
Silent Hill Zero v1.7.1-217-g636a7a260 2019-06-01 Attempting to texture from target (src=0404c000 / target=0404c000 / flags=7)
Silent Hill Zero v1.8.0 2019-04-27 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Silent Hill Zero v1.9.4 2020-10-09 Unknown GetPointer 00000000 PC 08983498 LR 08983498
Silent Hill Zero v1.9.4 2020-10-13 FBO using existing buffer as depthbuffer, 04080000/04000000 and 04000000/04000000
Silent Hill Zero v1.8.0 2019-04-16 Unknown GetPointer 00000000 PC 08000000 LR 08000010
Silent Hill Zero v1.9.4 2020-08-26 Render to area containing texture at 04040000 +960x0
Silent Hill Zero v1.8.0 2019-04-07 sceDmacMemcpy(dest=097f4c80, src=09614d60, size=557056): overlapping read
Silent Hill Zero v1.9.4 2020-08-29 Ignoring possible render to texture at 04170000 +256x128 / 512x272
Silent Hill Zero v1.9.4 2020-10-18 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/04000000
Silent Hill Zero v1.7.5 2019-03-23 sceDmacMemcpy(dest=0959af30, src=094ca790, size=557056): overlapping read
Silent Hill Zero v1.9.4 2020-10-23 Rendering to framebuffer offset: 04170000 +256x0
Silent Hill Zero v1.9.4 2020-10-22 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/04000000
Silent Hill Zero v1.7.5 2019-09-27 Ignoring possible render to texture at 00170000 +128x128 / 512x272
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-03-01 Ignoring possible render to texture at 00170000 +256x128 / 512x272
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-06-01 WriteToHardware: Invalid address 00000000 near PC 088d976c LR 088d976c
Silent Hill Zero v1.6.3-492-g9fddfff66 2018-12-13 WriteToHardware: Invalid address 0031f868 near PC 088d976c LR 088d976c
Silent Hill Zero v1.6.3-492-g9fddfff66 2018-12-12 WriteToHardware: Invalid address 002265e0 near PC 088d976c LR 088d976c
Silent Hill Zero v1.9.4 2020-03-27 sceDmacMemcpy(dest=0944cd20, src=09190f70, size=557056): overlapping read