36c25278c6
Savedata backups |
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libkernel | ||
libkernel_ps2emu | ||
libkernel_unity | ||
libSceAjm | ||
libSceAppContent | ||
libSceAudio3d | ||
libSceAudioIn | ||
libSceAudioOut | ||
libSceAvPlayer | ||
libSceCamera | ||
libSceCommonDialog | ||
libSceCoredump | ||
libSceDiscMap | ||
libSceErrorDialog | ||
libSceGameLiveStreaming | ||
libSceGraphicsDriver | ||
libSceHttp | ||
libSceHttp2 | ||
libSceIme | ||
libSceImeDialog | ||
libSceInvitationDialog | ||
libSceJson2 | ||
libSceLibcInternal | ||
libSceLibcInternalExt | ||
libSceMouse | ||
libSceMove | ||
libSceMsgDialog | ||
libSceNet | ||
libSceNetCtl | ||
libSceNetCtlForNpToolkit | ||
libSceNgs2 | ||
libSceNpAuth | ||
libSceNpCommerce | ||
libSceNpCommon | ||
libSceNpGameIntent | ||
libSceNpManager | ||
libSceNpManagerForToolkit | ||
libSceNpParty | ||
libSceNpProfileDialog | ||
libSceNpScore | ||
libSceNpToolkit2 | ||
libSceNpTrophy | ||
libSceNpTus | ||
libSceNpWebApi | ||
libSceNpWebApi2 | ||
libScePad | ||
libScePlayGo | ||
libScePngDec | ||
libScePosix | ||
libSceRemoteplay | ||
libSceRtc | ||
libSceSaveData | ||
libSceSaveDataDialog | ||
libSceScreenShot | ||
libSceSharePlay | ||
libSceSigninDialog | ||
libSceSsl | ||
libSceSysmodule | ||
libSceSystemGesture | ||
libSceSystemService | ||
libSceSystemServicePs2Emu | ||
libSceUlt | ||
libSceUserService | ||
libSceUserServiceForNpToolkit | ||
libSceVideoOut | ||
libSceVideoRecording | ||
libSceVoice | ||
libSceVoiceQoS | ||
libSceVrTracker | ||
template | ||
CMakeLists.txt | ||
readme.md | ||
setupModule.cmake |
Overview
Each target library is created separately as a shared library in the modules folder. This allows NIDs generation at build time and a clean code separation.
The Emulator loads the libraries on demand and resolves the symbols etc. A library does only communicate with the emulator. If it should need information/calls from other libraries, a separate top class should be used. The library can link against it and access the interface.
Planned is a core library for such cases and for the interfaces currently in the emulator.
Create a new module
- duplicate the template folder
- replace the folder with the identical name of the target library.
- inside CMakeLists.txt, replace template in "set(libName template)" with the library name
- inside entry.cpp, replace "libSce" both in LOG_DEFINE_MODULE() and MODULE_NAME = ""
All exported function are placed inside the provided extern "C" scope and should start with "EXPORT SYSV_ABI", since those functions are called directly by the emulated application (Linux).
After a new CMake config, the new library should be picked up and built.
Build: dll2Nids may print an error. Just add a dummy function with a long name (11 + extra space).
Normally, only names starting with sce or _sce are converted. Use one of the following macro, defined in common.h, for everything else:
__NID(func) : converts the function name
__NID_HEX(hexId) : If the function name is unknown, use the hexId instead