#include #ifdef _WIN32 #define bzero(b, len) (memset((b), '\0', (len)), (void) 0) #define bcopy(b1, b2, len) (memmove((b2), (b1), (len)), (void) 0) #endif extern u32 osTvType; extern u32 osResetType; extern u8 osAppNmiBuffer[64]; void rmonPrintf(const char* fmt, ...); void func_80040030(u8* arg0, u8* arg1); void func_80040174(void*, s32, s32); s32 osAiSetFrequency(u32 freq); void mio0decode(u8* arg0, u8* arg1); s32 mio0encode(s32 input, s32, s32); void osStartThread(OSThread* thread); void osCreateThread(OSThread* thread, OSId id, void (*entry)(void*), void* arg, void* sp, OSPri pri); void osInitialize(void); void osSetThreadPri(OSThread* thread, OSPri pri); void osSpTaskLoad(OSTask* task); void osSpTaskStartGo(OSTask* task); void osSpTaskYield(void); OSYieldResult osSpTaskYielded(OSTask* task); s32 osPfsDeleteFile(OSPfs* pfs, u16 company_code, u32 game_code, u8* game_name, u8* ext_name); s32 osPfsReadWriteFile(OSPfs* pfs, s32 file_no, u8 flag, int offset, int size_in_bytes, u8* data_buffer); s32 osPfsAllocateFile(OSPfs* pfs, u16 company_code, u32 game_code, u8* game_name, u8* ext_name, int file_size_in_bytes, s32* file_no); s32 osPfsIsPlug(OSMesgQueue* queue, u8* pattern); s32 osPfsInit(OSMesgQueue* queue, OSPfs* pfs, int channel); s32 osPfsNumFiles(OSPfs* pfs, s32* max_files, s32* files_used); s32 osPfsFileState(OSPfs* pfs, s32 file_no, OSPfsState* state); s32 osPfsFreeBlocks(OSPfs* pfs, s32* bytes_not_used); s32 osPfsFindFile(OSPfs* pfs, u16 company_code, u32 game_code, u8* game_name, u8* ext_name, s32* file_no);