jak-project/game/sce/stubs.cpp

102 lines
1.4 KiB
C++

#include <stdexcept>
#include <cassert>
#include "stubs.h"
namespace ee {
s32 sceOpen(const char *filename, s32 flag) {
(void)filename;
(void)flag;
throw std::runtime_error("sceOpen NYI");
}
s32 sceClose(s32 fd) {
(void)fd;
throw std::runtime_error("sceClose NYI");
}
s32 sceRead(s32 fd, void *buf, s32 nbyte) {
(void)fd;
(void)buf;
(void)nbyte;
throw std::runtime_error("sceRead NYI");
}
s32 sceWrite(s32 fd, const void *buf, s32 nbyte) {
(void)fd;
(void)buf;
(void)nbyte;
throw std::runtime_error("sceWrite NYI");
}
s32 sceLseek(s32 fd, s32 offset, s32 where) {
(void)fd;
(void)offset;
(void)where;
throw std::runtime_error("sceLseek NYI");
}
int scePadPortOpen(int port, int slot, void* data) {
(void)port;
(void)slot;
(void)data;
assert(false);
return 0;
}
void sceGsSyncV() {
assert(false);
}
void sceGsSyncPath() {
assert(false);
}
void sceGsResetPath() {
assert(false);
}
void sceGsResetGraph() {
assert(false);
}
void sceDmaSync() {
assert(false);
}
void sceGsPutIMR() {
assert(false);
}
void sceGsGetIMR() {
assert(false);
}
void sceGsExecStoreImage() {
assert(false);
}
void FlushCache() {
assert(false);
}
}
namespace iop {
u32 snd_BankLoadByLoc(u32 sector, u32 unk) {
(void)sector;
(void)unk;
assert(false);
return 0;
}
u32 snd_GetLastLoadError() {
assert(false);
return 0;
}
void snd_ResolveBankXREFS() {
assert(false);
}
}