Recent logs - Silent Hill Zero

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Game title Version Latest Report Message
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 2020-02-25 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 2020-01-25 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 2019-12-08 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 v1.9.2-17-g6a1676413 2019-12-06 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 v1.6.3-492-g9fddfff66 2019-09-26 Error in shader program link: info: (unknown reason) fs: 00000000:0000038e Tex TClampST TFuncRepl (failed) #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; } 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 v1.8.0 2019-09-11 Unknown GE command : fe7fde86
Silent Hill Zero v1.9.4 2020-02-20 Render to area containing texture at 04060000 +960x0
Silent Hill Zero v1.9.4 2020-01-25 FBO using existing buffer as depthbuffer, 040a0000/04000000 and 04000000/04000000
Silent Hill Zero v1.8.0 2019-08-21 WriteToHardware: Invalid address 000002a3 near PC 08000000 LR 08000000
Silent Hill Zero v1.6.3-492-g9fddfff66 2019-08-18 Error in shader program link: info: (unknown reason) fs: 00002a82:00800022 Tex TexAlpha 2x ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = v.rgb * u_blendFixA; 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 v1.6.3-492-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 v1.6.3-492-g9fddfff66 2019-08-18 Error in shader program link: info: (unknown reason) fs: 00000000:000003ce Tex Depal TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout 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)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = vec2(textureSize(tex, 0)); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0),
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 v1.8.0-154-g2d6514feb 2019-08-30 Unknown GetPointer 00000000 PC 08983498 LR 08983498
Silent Hill Zero v1.9.4 2020-02-20 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 2020-02-19 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 2020-02-20 Ignoring possible render to texture at 04170000 +256x128 / 512x272
Silent Hill Zero v1.9.4 2020-02-23 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 2020-02-23 Rendering to framebuffer offset: 04170000 +256x0
Silent Hill Zero v1.9.4 2020-02-26 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 2018-12-20 Ignoring possible render to texture at 00170000 +256x128 / 512x272
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-01-03 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 v1.8.0 2019-11-12 sceDmacMemcpy(dest=0944cd20, src=09190f70, size=557056): overlapping read
Silent Hill Zero v1.9.4 2020-02-26 FBO using existing buffer as depthbuffer, 04170000/04000000 and 04000000/04000000
Silent Hill Zero v1.9.4 2020-02-26 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/04000000
Silent Hill Zero v1.7.5 2019-04-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f04444:00000b14 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 (failed) #version 100 precision highp float; 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; 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; 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 >
Silent Hill Zero v1.6.3 2018-11-04 80630006=sceAtracSetDataAndGetID(08d4fc00, 00001800): invalid RIFF header
Silent Hill Zero v1.6.3 2018-10-25 Render to area containing texture at 04170000 +384x0
Silent Hill Zero v1.9.4 2020-02-15 Ignoring possible render to texture at 04170000 +128x128 / 512x256
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-02-25 Render to area containing texture at 00060000 +960x0
Silent Hill Zero v1.6.3 2018-09-03 sceDmacMemcpy(dest=09460170, src=093d8150, size=557056): overlapping read
Silent Hill Zero v1.8.0-154-g2d6514feb 2019-05-05 sceDmacMemcpy(dest=0944a5c0, src=09190f70, size=557056): overlapping read
Silent Hill Zero v1.6.2-14-gad1b752 2018-06-11 sceDmacMemcpy(dest=093017d0, src=09190a70, size=557056): overlapping read
Silent Hill Zero v1.6.2-14-gad1b752 2018-06-29 ReadFromHardware: Invalid address 00000010 near PC 00000010 LR 088b6230
Silent Hill Zero v1.6 2018-06-08 sceDmacMemcpy(dest=09825c30, src=095be190, size=557056): overlapping read
Silent Hill Zero v1.7.4 2019-07-11 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=0)
Silent Hill Zero v1.7.5 2020-02-11 sceDmacMemcpy(dest=0944a5c0, src=093c25a0, size=557056): overlapping read
Silent Hill Zero v1.4.2 2018-05-19 Wrong magic number 55555555
Silent Hill Zero v1.5.4 2017-12-22 sceDmacMemcpy(dest=0944cd20, src=093c4d00, size=557056): overlapping read
Silent Hill Zero v1.7.5 2020-01-23 Attempting to texture from target (src=00170000 / target=00170000 / flags=7)
Silent Hill Zero v1.7.5 2020-02-07 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=7)
Silent Hill Zero v1.7.1 2018-11-19 Unexpected mpeg first timestamp: 600 / 1536
Silent Hill Zero v1.7.1 2018-11-19 Unexpected mpeg first timestamp: bc9880814ac / 12960198562988
Silent Hill Zero v1.7.1 2018-11-19 Unexpected mpeg first timestamp: cf5a8161888 / 14249226541192
Silent Hill Zero v1.7.1 2018-11-19 Unexpected mpeg first timestamp: 1900ac / 1638572
Silent Hill Zero v1.7.1 2018-11-19 Unexpected mpeg first timestamp: 594024db / 1497375963
Silent Hill Zero v1.2.2 2017-10-03 sceDmacMemcpy(dest=0944cd20, src=093c4d00, size=557056): overlapping read
Silent Hill Zero v1.8.0 2019-04-01 Unexpected mpeg first timestamp: 2fb00000000 / 3277060046848
Silent Hill Zero v1.9.2 2019-11-26 Unexpected mpeg first timestamp: 0 / 0
Silent Hill Zero v1.4.2 2017-08-01 sceDmacMemcpy(dest=0944cd20, src=09190f70, size=557056): overlapping read
Silent Hill Zero v1.7.4 2019-11-18 Ignoring possible render to texture at 00170000 +256x128 / 512x256
Silent Hill Zero v1.0.1 2017-04-30 sceDmacMemcpy(dest=0958a560, src=09794e50, size=557056): overlapping read
Silent Hill Zero v1.0.1 2017-04-29 Ignoring possible render to texture at 04170000 +256x128 / 480x272
Silent Hill Zero v1.3-26-gff66fe7 2017-03-19 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
Silent Hill Zero v1.2 2016-06-02 80630006=sceAtracSetDataAndGetID(08d4fc00, 00020000): invalid RIFF header
Silent Hill Zero v1.7.5 2019-03-23 Render to area containing texture at 00170000 +256x0
Silent Hill Zero v1.0.1-769-gc4ea4e3 2016-03-08 Atrac buffer invalid RIFF header: 08d4fc00
Silent Hill Zero v1.1.1-66-g5ebd7bf 2016-01-07 Ignoring func export sceLibFont/dcc80c2f, already implemented in HLE.ibFont/dcc80c2f, already implemented in HLE.
Silent Hill Zero v1.9.4 2020-02-15 0 depal unsupported: shift=0 mask=ff offset=0
Silent Hill Zero v1.7.5 2020-02-26 Render to area containing texture at 00040000 +960x0
Silent Hill Zero v1.9.3-91-ge09296b9b 2019-11-29 Render to area containing texture at 04170000 +128x0
Silent Hill Zero v1.9.4 2020-02-06 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Silent Hill Zero v1.6.3-492-g9fddfff66 2020-02-26 FBO using existing buffer as depthbuffer, 000a0000/00000000 and 00000000/00000000
Silent Hill Zero v1.7.5 2020-02-26 FBO using existing buffer as depthbuffer, 00080000/00000000 and 00000000/00000000
Silent Hill Zero v1.4.2 2018-05-19 Failed decrypting the PRX (ret = -1, size = 5784276, psp_size = 5784624)!
Silent Hill Zero v1.3.0.1 2017-03-18 sceDmacMemcpy(dest=099169a0, src=09806960, size=557056): overlapping read
Silent Hill Zero v1.4.2 2017-10-08 sceDmacMemcpy(dest=0944a5c0, src=093c25a0, size=557056): overlapping read
Silent Hill Zero v1.4-177-g032e21b 2017-05-14 sceDmacMemcpy(dest=099169a0, src=0988e980, size=557056): overlapping read
Silent Hill Zero v1.8.0-570-g088901324 2020-02-15 Unsupported alpha/stencil mask: fe
Silent Hill Zero v1.7.5 2020-02-26 FBO using existing buffer as depthbuffer, 00060000/00000000 and 00000000/00000000
Silent Hill Zero v1.8.0 2019-09-11 Unsupported alpha/stencil mask: fd
Silent Hill Zero v1.7.5 2020-02-26 Rendering to framebuffer offset: 00170000 +256x0
Silent Hill Zero v1.8.0-570-g088901324 2020-02-15 Unsupported RGB mask: r=07 g=e3 b=ff
Silent Hill Zero v1.9.4 2020-02-26 Render to texture with incompatible formats 7 != 0 at 0404c000
Silent Hill Zero v1.7.5 2020-02-26 Ignoring possible render to texture at 00170000 +128x128 / 512x256
Silent Hill Zero v1.9.4 2020-02-26 Render to texture with different strides 512 != 1024
Silent Hill Zero v1.9.4 2020-02-26 Render to texture using CLUT with different strides 512 != 1024
Silent Hill Zero v1.7.5 2020-02-26 Render to texture with incompatible formats 7 != 0 at 0004c000
Silent Hill Zero v1.7.5 2020-02-24 Render to area containing texture at 00000000 +0x152
Silent Hill Zero v1.7.5 2020-02-25 FBO using existing buffer as depthbuffer, 00170000/00000000 and 00000000/00000000
Silent Hill Zero v1.7.5 2020-02-26 Render to texture using CLUT with offset at 00000000 +0x152