unit ps4_libSceRemoteplay; {$mode ObjFPC}{$H+} interface uses ps4_program, Classes, SysUtils; implementation const SCE_REMOTEPLAY_HEAP_SIZE=6*1024; function ps4_sceRemoteplayInitialize(pHeap:Pointer;heapSize:QWORD):Integer; SysV_ABI_CDecl; begin Writeln('sceRemoteplayInitialize:',heapSize); Result:=0; end; function ps4_sceRemoteplayApprove:Integer; SysV_ABI_CDecl; begin Result:=0; end; const SCE_REMOTEPLAY_CONNECTION_STATUS_DISCONNECT=0; SCE_REMOTEPLAY_CONNECTION_STATUS_CONNECT =1; function ps4_sceRemoteplayGetConnectionStatus(userId:Integer;pStatus:PInteger):Integer; SysV_ABI_CDecl; begin if (pStatus<>nil) then begin pStatus^:=SCE_REMOTEPLAY_CONNECTION_STATUS_DISCONNECT; end; Result:=0; end; function Load_libSceRemoteplay(Const name:RawByteString):TElf_node; var lib:PLIBRARY; begin Result:=TElf_node.Create; Result.pFileName:=name; lib:=Result._add_lib('libSceRemoteplay'); lib^.set_proc($9354B082431238CF,@ps4_sceRemoteplayInitialize); lib^.set_proc($C50788AF24D7EDD6,@ps4_sceRemoteplayApprove); lib^.set_proc($8373CD8D8296AA74,@ps4_sceRemoteplayGetConnectionStatus); end; initialization ps4_app.RegistredPreLoad('libSceRemoteplay.prx',@Load_libSceRemoteplay); end.