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@ -1570,6 +1570,11 @@
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<Filename Value="gui\ms_shell_hack.pas"/>
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<IsPartOfProject Value="True"/>
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</Unit>
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<Unit>
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<Filename Value="src\ps4_libsceremoteplay.pas"/>
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<IsPartOfProject Value="True"/>
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<UnitName Value="ps4_libSceRemoteplay"/>
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</Unit>
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</Units>
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</ProjectOptions>
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<CompilerOptions>
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@ -83,6 +83,7 @@ uses
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ps4_libSceNpGameIntent,
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ps4_libSceNpWebApi,
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ps4_libSceNpWebApi2,
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ps4_libSceRemoteplay,
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ps4_libSceScreenShot,
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ps4_libSceSaveData,
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ps4_libSceAudioOut,
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@ -1,70 +0,0 @@
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unit ps4_libSceRemoteplay;
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{$mode ObjFPC}{$H+}
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interface
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uses
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ps4_program,
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Classes,
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SysUtils;
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implementation
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const
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SCE_REMOTEPLAY_HEAP_SIZE=6*1024;
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function ps4_sceRemoteplayInitialize(pHeap:Pointer;heapSize:QWORD):Integer; SysV_ABI_CDecl;
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begin
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Writeln('sceRemoteplayInitialize:',heapSize);
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Result:=0;
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end;
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function ps4_sceRemoteplayApprove:Integer; SysV_ABI_CDecl;
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begin
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Result:=0;
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end;
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function ps4_sceRemoteplaySetProhibition:Integer; SysV_ABI_CDecl;
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begin
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Result:=0;
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end;
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const
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SCE_REMOTEPLAY_CONNECTION_STATUS_DISCONNECT=0;
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SCE_REMOTEPLAY_CONNECTION_STATUS_CONNECT =1;
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function ps4_sceRemoteplayGetConnectionStatus(userId:Integer;pStatus:PInteger):Integer; SysV_ABI_CDecl;
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begin
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if (pStatus<>nil) then
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begin
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pStatus^:=SCE_REMOTEPLAY_CONNECTION_STATUS_DISCONNECT;
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end;
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Result:=0;
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end;
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function ps4_sceRemoteplayProhibit:Integer; SysV_ABI_CDecl;
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begin
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Result:=0;
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end;
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function Load_libSceRemoteplay(Const name:RawByteString):TElf_node;
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var
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lib:PLIBRARY;
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begin
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Result:=TElf_node.Create;
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Result.pFileName:=name;
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lib:=Result._add_lib('libSceRemoteplay');
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lib^.set_proc($9354B082431238CF,@ps4_sceRemoteplayInitialize);
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lib^.set_proc($C50788AF24D7EDD6,@ps4_sceRemoteplayApprove);
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lib^.set_proc($8373CD8D8296AA74,@ps4_sceRemoteplayGetConnectionStatus);
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lib^.set_proc($45FD1731547BC4FC,@ps4_sceRemoteplaySetProhibition);
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lib^.set_proc($9AB361EFCB41A668,@ps4_sceRemoteplayProhibit);
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end;
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initialization
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ps4_app.RegistredPreLoad('libSceRemoteplay.prx',@Load_libSceRemoteplay);
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end.
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@ -0,0 +1,71 @@
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unit ps4_libSceRemoteplay;
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{$mode ObjFPC}{$H+}
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{$CALLING SysV_ABI_CDecl}
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interface
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uses
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subr_dynlib;
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implementation
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const
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SCE_REMOTEPLAY_HEAP_SIZE=6*1024;
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function ps4_sceRemoteplayInitialize(pHeap:Pointer;heapSize:QWORD):Integer;
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begin
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Writeln('sceRemoteplayInitialize:',heapSize);
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Result:=0;
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end;
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function ps4_sceRemoteplayApprove:Integer;
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begin
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Result:=0;
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end;
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function ps4_sceRemoteplaySetProhibition:Integer;
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begin
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Result:=0;
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end;
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const
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SCE_REMOTEPLAY_CONNECTION_STATUS_DISCONNECT=0;
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SCE_REMOTEPLAY_CONNECTION_STATUS_CONNECT =1;
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function ps4_sceRemoteplayGetConnectionStatus(userId:Integer;pStatus:PInteger):Integer;
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begin
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if (pStatus<>nil) then
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begin
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pStatus^:=SCE_REMOTEPLAY_CONNECTION_STATUS_DISCONNECT;
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end;
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Result:=0;
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end;
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function ps4_sceRemoteplayProhibit:Integer;
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begin
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Result:=0;
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end;
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function Load_libSceRemoteplay(name:pchar):p_lib_info;
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var
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lib:TLIBRARY;
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begin
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Result:=obj_new_int('libSceRemoteplay');
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lib:=Result^.add_lib('libSceRemoteplay');
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lib.set_proc($9354B082431238CF,@ps4_sceRemoteplayInitialize);
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lib.set_proc($C50788AF24D7EDD6,@ps4_sceRemoteplayApprove);
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lib.set_proc($8373CD8D8296AA74,@ps4_sceRemoteplayGetConnectionStatus);
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lib.set_proc($45FD1731547BC4FC,@ps4_sceRemoteplaySetProhibition);
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lib.set_proc($9AB361EFCB41A668,@ps4_sceRemoteplayProhibit);
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end;
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var
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stub:t_int_file;
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initialization
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RegisteredInternalFile(stub,'libSceRemoteplay.prx',@Load_libSceRemoteplay);
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end.
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