Files
AnyPS5/core/libs/prx/libSceGameUpdate/Export.cpp
T
devilismyfriendandClaude Fable 5.1 9c2a75601d feat(libs): agc packet builders, savedata memory, offline service stubs
- libSceAgc: SetIndexCount, SetBaseIndirectArgs, DispatchIndirect, wait
  and write-data patch functions, relaxed checks for what titles send,
  NOP fillers for LOD stats and wait-until-safe, NotImplemented stubs.
- libSceSaveData.native: short mount points, backup events, save-data
  memory slots.
- user/system service, store dialog, video-out flip modes and queue-full
  error, pad read, fibers, offline behaviour for network/NP modules, and
  new export-only modules Ampr, JpegEnc, Json2, MsgDialog.native,
  NpCppWebApi, NpUtility.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo
2026-09-25 16:27:49 -07:00

49 lines
1.2 KiB
C++

#include <cstdint>
#include <cstddef>
#include "SceTypes.hpp"
#include "prx/libc/include/General.hpp"
// Update checks need the network, which is not available; requests fail so the game skips the check.
static constexpr int SCE_GAME_UPDATE_ERROR_OFFLINE = static_cast<int>(0x80D50001);
extern "C" {
int APS5_VABI sceGameUpdateAbortRequest(int request_id) {
(void)request_id;
return 0;
}
int APS5_VABI sceGameUpdateCheck(int request_id, const GameUpdateCheckParam* param, GameUpdateCheckResult* result) {
(void)request_id;
(void)param;
(void)result;
return SCE_GAME_UPDATE_ERROR_OFFLINE;
}
int APS5_VABI sceGameUpdateCreateRequest(void) {
return SCE_GAME_UPDATE_ERROR_OFFLINE;
}
int APS5_VABI sceGameUpdateDeleteRequest(int request_id) {
(void)request_id;
return 0;
}
int APS5_VABI sceGameUpdateGetAddcontLatestVersion(uint32_t service_label, const void* entitlement_label, GameUpdateAddcontVersionInfo* info) {
(void)service_label;
(void)entitlement_label;
(void)info;
NotImplemented_nid_no_patch(__func__);
return 0;
}
int APS5_VABI sceGameUpdateInitialize(void) {
return 0;
}
int APS5_VABI sceGameUpdateTerminate(void) {
return 0;
}
}