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The display can point inside a larger framebuffer: Silent Hill flips between two halves of a 1024-wide 565 buffer. Presenting it found the framebuffer and the offset, but screenshots looked up only an exact address match, and otherwise read RAM, which with a hardware renderer holds something stale (Silent Hill: Origins' savestate thumbnails showed the loading screen). Screenshots of the display now use the same lookup and read back the 480x272 at the offset. Headless screenshots go the same way: eight Silent Hill frame dumps (Origins and Shattered Memories) now match the PSP exactly on Vulkan and OpenGL, from 0.8k-104k differing pixels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>