Open sajattack opened 3 years ago
These are in no particular order. I think sceVfpu should be top priority.
Not reverse engineering because it's in PPSSPP already but since we're tracking libs not in pspsdk here, scePsmfPlayer is NID based video player type thing it seems. https://github.com/unknownbrackets/ppsspp/blob/master/Core/HLE/scePsmf.cpp
sceLibFont is also available in PPSSPP
Jan Sangoku Musou has a bunch of empty functions with strange names like sceVif, sceGs, sceCd, scePad, sceDbc. Stubs or something but I don't see where they're coming from because there's nothing unusual in rodata.sceResident
Working theory is the Jan Sangoku Musou stuff was compiled for both PS2 and PSP, those are PS2 function names.
It looks like sceCcc later became nid based like scePsmf did.
Star Driver only has debug strings, not full debug symbols.
http://web.archive.org/web/20120731071802/http://forums.ps2dev.org/viewtopic.php?t=6929
Dropping this here in the hope it might be of value. I'm the Raphael guy from that thread.
Edit: Found a better mirror, that also contains the other pages: http://lukasz.dk/mirror/forums.ps2dev.org/viewtopic35a4.html?t=6929
Thanks!
There's a leaked official Sony SDK on Archive.org that has headers and documentation for all of these. My understanding is that writing Rust function/struct definitions based on these isn't a copyright violation, but I understand if you want to be more cautious.
It's a lot of functions, so if I ever get around to writing something for the PSP that needs these I'll add just the ones I need.
sceLibFont - Font loading and rendering, NID based - Yu-Gi-Oh(in PPSSPP)sceMp4 - obviously mp4 - Star Driver(in PPSSPP)