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https://github.com/boykopovar/AnyPS5.git
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NpTrophy reads the trophy count and icons from the title's trophy package (names are encrypted and stay not implemented), PS4 v1 save data calls wrap the native v2/v3 ones, and NpWebApi library contexts, handles and push event filters work offline (service filters fail without a signed-in user). libSceAjm is built from the libSceAjm.native sources for PS4 titles. Limbo's (CUSA01664) remaining PS4 imports, including the synchronous PS4 TUS calls and the Facebook dialog calls next to the existing libraries, are exported as not implemented.
47 lines
940 B
C++
47 lines
940 B
C++
#include "SceTypes.hpp"
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#include "prx/libc/include/General.hpp"
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extern "C" {
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int APS5_VABI sceNpSignalingActivateConnection() {
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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 sceNpSignalingCreateContext() {
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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 sceNpSignalingDeleteContext() {
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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 sceNpSignalingGetConnectionInfo() {
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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 sceNpSignalingInitialize() {
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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 sceNpSignalingSetContextOption() {
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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 sceNpSignalingTerminate() {
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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 sceNpSignalingTerminateConnection() {
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NotImplemented_nid_no_patch(__func__);
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return 0;
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}
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}
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