Recent logs - Silent Hill: Shattered Memories

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Game title Version Latest Report Message
Silent Hill: Shattered Memories v1.9.3-80-g73bf6098e 2020-01-27 __KernelStopThread: thread 3263 does not exist
Silent Hill: Shattered Memories v1.9.3-167-gb2dd3c7e1 2020-01-02 Unknown GetPointer 809f4017 PC 08a005fc LR 08a00604
Silent Hill: Shattered Memories v1.9.3-80-g73bf6098e 2019-11-11 __KernelStopThread: thread 554 does not exist
Silent Hill: Shattered Memories v1.9.3 2019-10-18 Unknown GetPointer 00000000 PC 08a9eab4 LR 08a9eab4
Silent Hill: Shattered Memories v1.9.4 2020-02-07 FBO using existing buffer as depthbuffer, 040e0000/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.8.0 2019-08-16 Unknown GetPointer 00000000 PC 089ce7a8 LR 089ce7b8
Silent Hill: Shattered Memories v1.8.0 2019-06-01 Unexpected mpeg first timestamp: f3145022e23 / 16704285584931
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Unknown GetPointer 00000000 PC 08a09fb0 LR 08a09fb0
Silent Hill: Shattered Memories v1.9.4 2020-02-14 Unknown GetPointer 00000000 PC 0897e210 LR 08000030
Silent Hill: Shattered Memories v1.9.4 2019-12-10 Render to area containing texture at 04040000 +960x0
Silent Hill: Shattered Memories v1.9.4 2020-02-07 FBO using existing buffer as depthbuffer, 040c0000/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.9.4 2019-12-09 Render to area containing texture at 04060000 +960x0
Silent Hill: Shattered Memories v1.4-2-g648bc5d 2019-03-31 Unexpected mpeg first timestamp: 3f66c162983 / 4356910229891
Silent Hill: Shattered Memories v1.9.4 2020-01-28 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Silent Hill: Shattered Memories v1.9.4 2020-02-19 Rendering to framebuffer offset: 04170000 +512x0
Silent Hill: Shattered Memories v1.9.4 2020-02-23 FBO using existing buffer as depthbuffer, 04170400/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.9.4 2020-02-27 FBO using existing buffer as depthbuffer, 04080000/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.9.4 2020-02-07 FBO using existing buffer as depthbuffer, 040a0000/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.9.4 2020-02-27 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.9.4 2020-02-27 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.7.5 2019-03-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f18880:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:0 t:2 3: c:0 t:2 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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 * color0 + 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef2.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef3.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSu
Silent Hill: Shattered Memories v1.7.5 2019-03-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; 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); gl_FragColor = v; } vs: 01f18880:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:0 t:2 3: c:0 t:2 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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 * color0 + 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef2.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef3.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin
Silent Hill: Shattered Memories v1.7.5 2019-03-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00002a82:00000002 Tex ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; varying vec4 v_color0; 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); v.rgb = v.rgb * u_blendFixA; gl_FragColor = v; } vs: 01f18880:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:0 t:2 3: c:0 t:2 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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 * color0 + 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef2.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef3.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texc
Silent Hill: Shattered Memories v1.7.5 2019-03-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00002a82:0001d022 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * u_blendFixA; gl_FragColor = v; } vs: 01f18880:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:0 t:2 3: c:0 t:2 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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 * color0 + 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = 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) * pow(angle, u_lightangle_spotCoef2.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef3.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lig
Silent Hill: Shattered Memories v1.7.5-363-ge3dd1533f 2019-01-13 Attempting to texture from target (src=04170000 / target=04170000 / flags=7)
Silent Hill: Shattered Memories v1.9.4 2020-02-27 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/04000000
Silent Hill: Shattered Memories v1.7.1 2018-11-20 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #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)); } vs: depal (failed) #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: Shattered Memories v1.7.1 2018-11-20 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: Shattered Memories v1.7.1-241-gab7bd6fc6 2018-12-07 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: Shattered Memories v1.7.1 2018-11-20 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #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)); } vs: depal (failed) #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: Shattered Memories v1.7.1 2018-11-20 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: Shattered Memories v1.7.1 2018-11-20 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: Shattered Memories v1.7.1 2018-11-20 Error in shader program link: info: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. fs: depal (failed) #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)); } vs: depal (failed) #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: Shattered Memories v1.6.3 2018-10-16 Render to area containing texture at 000a0000 +960x0
Silent Hill: Shattered Memories v1.6.3 2018-09-21 Error in shader program link: info: Attached fragment shader is not compiled. fs: depal #version 300 es precision mediump float; precision highp int; in vec2 v_texcoord0; out vec4 fragColor0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 color = texture(tex, v_texcoord0); int r = 0; int g = 0; int b = int(color.b * 255.99); int a = 0; int index = (a << 24) | (b << 16) | (g << 8) | (r); index = (int(uint(index) >> 16) & 0xff); fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0)); } vs: depal #version 300 es precision highp float; in vec4 a_position; in vec2 a_texcoord0; out vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Silent Hill: Shattered Memories v1.9.3 2019-12-17 GL ran out of GPU memory; switching to low memory mode
Silent Hill: Shattered Memories v1.6.3-347-g0684068 2018-08-18 Error in shader compilation: info: ERROR: 0:17: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:21: Use of undeclared identifier 'tsize' ERROR: 0:23: Use of undeclared identifier 'tsize' WARNING: 0:38: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:38: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:38: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:41: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:41: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:41: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:43: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:43: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:43: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:45: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:45: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:45: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:50: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:50: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:50: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:53: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:53: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:53: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:55: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:55: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:55: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:57: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:57: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:57: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:65: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:65: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:65: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:65: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:67: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:67: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:67: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:67: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:69: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:69: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:69: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:69: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:74: Overflow in impli
Silent Hill: Shattered Memories v1.6.3-347-g0684068 2018-08-18 Error in shader compilation: info: ERROR: 0:16: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:20: Use of undeclared identifier 'tsize' ERROR: 0:22: Use of undeclared identifier 'tsize' WARNING: 0:37: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:37: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:37: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:40: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:40: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:40: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:42: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:42: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:42: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:44: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:44: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:44: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:49: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:49: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:49: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:52: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:52: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:52: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:54: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:54: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:54: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:56: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:56: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:56: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:61: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:61: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:61: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:61: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:68: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:68: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:68: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:68: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:73: Overflow in impli
Silent Hill: Shattered Memories v1.6.3-347-g0684068 2018-08-18 Error in shader program link: info: ERROR: One or more attached shaders not successfully compiled fs: 00000000:000003ce Tex Depal TClampST TFuncRepl (failed) #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 = 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)
Silent Hill: Shattered Memories v1.6.3-347-g0684068 2018-08-18 Error in shader program link: info: ERROR: One or more attached shaders not successfully compiled fs: 00000000:000007ce Tex TexOffs Depal TClampST TFuncRepl (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; 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) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = 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 = tex
Silent Hill: Shattered Memories v1.5.4-921-g1f73d78cc 2018-04-22 Unknown GetPointer 40400000 PC 08985368 LR 08985094
Silent Hill: Shattered Memories v1.5.4 2018-04-20 Failed decrypting the PRX (ret = -1, size = 4744308, psp_size = 4744656)!
Silent Hill: Shattered Memories v1.7.5 2020-01-16 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=7)
Silent Hill: Shattered Memories v1.5.4 2018-02-15 Direct3D9: Failed to get the device caps!
Silent Hill: Shattered Memories v1.5.4 2018-02-06 Unexpected mpeg first timestamp: 100000000 / 4294967296
Silent Hill: Shattered Memories v1.7.4 2020-02-26 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=0)
Silent Hill: Shattered Memories v1.7.5 2020-02-22 Attempting to texture from target (src=00170000 / target=00170000 / flags=7)
Silent Hill: Shattered Memories v1.5.2 2018-09-22 FBO using existing buffer as depthbuffer, 000e0000/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.7.5 2019-11-28 FBO using existing buffer as depthbuffer, 000c0000/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.4.2 2017-09-30 Unexpected mpeg first timestamp: 6b800015f90 / 7387343839120
Silent Hill: Shattered Memories v1.4-2-g648bc5d 2017-05-12 Unexpected mpeg first timestamp: 300000000 / 12884901888
Silent Hill: Shattered Memories v1.5.4 2018-12-14 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
Silent Hill: Shattered Memories v1.9.4 2020-01-14 A save request is already running, not starting a new one
Silent Hill: Shattered Memories v1.5.4 2018-02-13 DrawActiveTexture() failed: 8876086c
Silent Hill: Shattered Memories v1.9.3 2020-01-13 Unsupported alpha/stencil mask: 7f
Silent Hill: Shattered Memories v1.9.4 2020-02-25 Unexpected mpeg first timestamp: 0 / 0
Silent Hill: Shattered Memories v1.7.4 2019-03-12 Render to area containing texture at 00040000 +960x0
Silent Hill: Shattered Memories v1.1.1-411-gd5219eb 2015-12-24 Unable to run GE interrupt: no pending interrupt
Silent Hill: Shattered Memories v1.7.5 2020-01-18 FBO using existing buffer as depthbuffer, 00080000/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.7.5 2020-01-18 FBO using existing buffer as depthbuffer, 000a0000/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.7.5 2020-02-25 Rendering to framebuffer offset: 00170000 +512x0
Silent Hill: Shattered Memories v1.9.3 2020-01-30 Unsupported alpha/stencil mask: bf
Silent Hill: Shattered Memories v1.7.5 2020-02-18 FBO using existing buffer as depthbuffer, 00170400/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.7.5 2020-01-18 FBO using existing buffer as depthbuffer, 00060000/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Render to area containing texture at 04020000 +960x0
Silent Hill: Shattered Memories v1.9.3 2019-10-08 Unsupported alpha/stencil mask: fd
Silent Hill: Shattered Memories v1.7.5 2020-01-18 FBO using existing buffer as depthbuffer, 00040000/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.7.5 2020-02-26 Render to area containing texture at 00000000 +0x152
Silent Hill: Shattered Memories v1.9.4 2020-02-24 0 depal unsupported: shift=0 mask=ff offset=0
Silent Hill: Shattered Memories v1.7.5 2020-02-26 Render to texture using CLUT with offset at 00000000 +0x152
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Render to texture with incompatible formats 7 != 0 at 0404c000
Silent Hill: Shattered Memories v1.7.5 2020-02-26 Render to area containing texture at 00020000 +960x0
Silent Hill: Shattered Memories v1.9.3-82-g90e91e24b 2020-02-26 Unsupported alpha/stencil mask: fe
Silent Hill: Shattered Memories v1.7.5 2020-02-26 Render to texture with incompatible formats 7 != 0 at 0004c000
Silent Hill: Shattered Memories v1.9.3-82-g90e91e24b 2020-02-26 Unsupported RGB mask: r=07 g=e3 b=ff
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Render to texture using CLUT with different strides 512 != 1024
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Render to texture using CLUT with offset at 04000000 +0x152
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Render to texture with different strides 512 != 1024
Silent Hill: Shattered Memories v1.7.5 2020-02-27 FBO using existing buffer as depthbuffer, 00020000/00000000 and 00000000/00000000
Silent Hill: Shattered Memories v1.7.5 2020-02-27 Rendering from framebuf with offset 040d43c0 -> 000d4000+480x0
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Render to area containing texture at 04000000 +0x152
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Silent Hill: Shattered Memories v0.9.8-180-gec6f9f2 2015-09-28 FBO using existing buffer as depthbuffer, 00020000/00000000 and 04000000/00000000
Silent Hill: Shattered Memories v0.9.8-180-gec6f9f2 2015-09-28 FBO created from existing depthbuffer as color, 04000000/00000000 and 04170000/00000000
Silent Hill: Shattered Memories v0.9.8-180-gec6f9f2 2015-09-28 FBO created from existing depthbuffer as color, 04000000/00000000 and 04000000/00000000
Silent Hill: Shattered Memories v0.9.8-180-gec6f9f2 2015-09-28 FBO created from existing depthbuffer as color, 04000000/00000000 and 040d4000/00000000
Silent Hill: Shattered Memories v0.9.8-180-gec6f9f2 2015-09-28 FBO created from existing depthbuffer as color, 04000000/00000000 and 0404c000/00000000
Silent Hill: Shattered Memories v0.9.8-180-gec6f9f2 2015-09-28 FBO created from existing depthbuffer as color, 04000000/00000000 and 00020000/00000000
Silent Hill: Shattered Memories v1.9.4 2020-01-18 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Silent Hill: Shattered Memories v1.9.4 2020-02-27 Render to texture with different formats 3 != 0