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