jak-project/game/sce/sif_ee.h
water111 953c1512db
Process Text Files in Decompiler (#122)
* begin support for v2

* export game text

* generate text files

* working text load

* fix windows

* add test and clean up game tests a bit

* load the right file

* add separate program to launch the data compiler

* add offline test script
2020-11-19 21:22:16 -05:00

81 lines
1.7 KiB
C++

#pragma once
#ifndef JAK1_SIF_EE_H
#define JAK1_SIF_EE_H
#include "common/common_types.h"
class IOP;
namespace ee {
struct sceSifRpcData {
u8 dummy;
u32 id;
};
struct sceSifServeData {
u8 dummy;
};
struct sceSifClientData {
sceSifRpcData rpcd;
// unsigned int command;
void* buff;
void* gp;
// sceSifEndFunc func;
void* para;
// struct _sif_serve_data *serve;
sceSifServeData* serve;
};
void LIBRARY_sceSif_register(::IOP* i);
void LIBRARY_INIT_sceSif();
void sceSifInitRpc(unsigned int mode);
int sceSifRebootIop(const char* imgfile);
int sceSifSyncIop();
void sceFsReset();
int sceSifLoadModule(const char* name, int arg_size, const char* args);
int sceMcInit();
s32 sceSifCallRpc(sceSifClientData* bd,
u32 fno,
u32 mode,
void* send,
s32 ssize,
void* recv,
s32 rsize,
void* end_func,
void* end_para);
s32 sceSifCheckStatRpc(sceSifRpcData* bd);
s32 sceSifBindRpc(sceSifClientData* bd, u32 request, u32 mode);
#ifndef SCE_SEEK_SET
#define SCE_SEEK_SET (0)
#endif
#ifndef SCE_SEEK_CUR
#define SCE_SEEK_CUR (1)
#endif
#ifndef SCE_SEEK_END
#define SCE_SEEK_END (2)
#endif
#define SCE_RDONLY 0x0001
#define SCE_WRONLY 0x0002
#define SCE_RDWR 0x0003
#define SCE_NBLOCK 0x0010
#define SCE_APPEND 0x0100
#define SCE_CREAT 0x0200
#define SCE_TRUNC 0x0400
#define SCE_EXCL 0x0800
#define SCE_NOBUF 0x4000
#define SCE_NOWAIT 0x8000
s32 sceOpen(const char* filename, s32 flag);
s32 sceClose(s32 fd);
s32 sceRead(s32 fd, void* buf, s32 nbyte);
s32 sceWrite(s32 fd, const void* buf, s32 nbyte);
s32 sceLseek(s32 fd, s32 offset, s32 where);
} // namespace ee
#endif // JAK1_SIF_EE_H