Recent logs - Silent Hill® Origins

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Game title Version Latest Report Message
Silent Hill® Origins v1.10.1 2020-07-04 sceDmacMemcpy(dest=099457a0, src=09835760, size=557056): overlapping read
Silent Hill® Origins v1.9.4 2020-07-04 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 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® Origins v1.9.4 2020-06-25 Rendering to framebuffer offset: 04162000 +256x0
Silent Hill® Origins v1.9.4 2020-06-17 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 r8p0-00dev0 [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® Origins v1.8.0 2020-06-17 sceDmacMemcpy(dest=09da4900, src=09c948c0, size=557056): overlapping read
Silent Hill® Origins v1.9.4 2020-06-16 Error in shader program link: info: (unknown reason) fs: postshader /* Hyllian's 5xBR v3.5a Shader Copyright (C) 2011 Hyllian/Jararaca - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; const float coef = 2.0; const vec3 rgbw = vec3(16.163, 23.351, 8.4772); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); vec4 df(vec4 A, vec4 B) { return abs(A-B); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h)); } void main(){ bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; bvec4 nc; // new_color bvec4 fx, fx_left, fx_up; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; vec2 dx = vec2(u_texelDelta.x,0.0); vec2 dy = vec2(0.0,u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz; vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz; vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz; vec3 E = texture2D(sampler0, TexCoord_0 ).xyz; vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz; vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz; vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz; vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz; vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz; vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz; vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz; vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz; vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz; vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz; vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz; vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz; vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz; vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz; vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz; vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz; vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw)); vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw)); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E,rgbw)); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w,
Silent Hill® Origins v1.7.5 2020-06-10 Render to area containing texture at 00170000 +128x0
Silent Hill® Origins v1.9.3 2020-06-09 Unknown GE command : fefffefa
Silent Hill® Origins v1.9.3 2020-06-08 Depal render failed: 80004005
Silent Hill® Origins v1.9.3 2020-06-08 DrawActiveTexture() failed: 80004005
Silent Hill® Origins v1.6.3-492-g9fddfff66 2020-06-07 Error in shader program link: info: (unknown reason) fs: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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; 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® Origins v1.9.4 2020-06-06 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 2020-05-24 Unknown GE command : fe5cfe80
Silent Hill® Origins v1.8.0 2020-05-07 sceDmacMemcpy(dest=0975a470, src=0964a430, size=557056): overlapping read
Silent Hill® Origins v1.9.4 2020-05-03 Unexpected mpeg first timestamp: 21f00000000 / 2332167241728
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 636e452d
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 7265746c
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 0a0d3635
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 70696d5f
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 62613230
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 0000329f
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 6e617254
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 4954414e
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 72616e69
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 442d746e
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 5f4c4720
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 0a0d3833
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 5f74616f
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 0d0a0d79
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 452d7265
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 65745f53
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 726f6672
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 67725f53
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 72414131
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 000000e4
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 3431203a
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 430a0d22
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 656d6974
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 203a6874
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 745f6874
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 676e6964
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 2e353431
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 2d323862
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 675f6e6f
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 7461642d
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 00002fa9
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 430a0d30
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 0000329d
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 2d6d726f
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 20747365
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 45525f30
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 47206c65
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 2d455649
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 00000001
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 098e12bf
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 0a0d2274
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 6f707369
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 3903b3c2
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number bf7f4e66
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 414e2d2d
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 000000a0
Silent Hill® Origins v1.4-2-g648bc5d 2020-05-01 Wrong magic number 0a0d3120
Silent Hill® Origins v1.9.4 2020-04-29 Unknown GE command : fdfdeac2
Silent Hill® Origins v1.8.0 2020-04-29 sceDmacMemcpy(dest=0987a6e0, src=0914de30, size=557056): overlapping read
Silent Hill® Origins v1.9.4 2020-04-24 Unexpected mpeg first timestamp: 3e00 / 15872
Silent Hill® Origins v1.9.4 2020-04-24 Unexpected mpeg first timestamp: 4e00 / 19968
Silent Hill® Origins v1.9.4 2020-04-17 sceDmacMemcpy(dest=0945b5a0, src=09190de0, size=557056): overlapping read
Silent Hill® Origins v1.8.0 2020-04-13 sceDmacMemcpy(dest=0995bf60, src=0984bf20, size=557056): overlapping read
Silent Hill® Origins v1.9.4 2020-04-05 Unexpected mpeg first timestamp: 8ad5e3d7d0b / 9540703452427
Silent Hill® Origins v1.9.4 2020-04-05 Unexpected mpeg first timestamp: b7e942b7897 / 12638279661719
Silent Hill® Origins v1.9.4 2020-04-05 Unexpected mpeg first timestamp: 1101010101 / 73031287041
Silent Hill® Origins v1.9.4 2020-04-05 Unexpected mpeg first timestamp: af646e1e9c9 / 12052867443145
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x9fa03cd3
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08227844, firstSym=082276c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227854, firstSym=082276e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227858, firstSym=082276e8, varData=00000000, extra=00000000
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Crazy varData address 01011006, skipping rest of module
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
Silent Hill® Origins v1.9.3-584-g620aa50cf 2020-03-28 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c