+void emu_init(void);
+void emu_finish(void);
+void emu_loop(void);
+
+int emu_reload_rom(const char *rom_fname_in);
+int emu_swap_cd(const char *fname);
+int emu_save_load_game(int load, int sram);
+void emu_reset_game(void);
+
+void emu_prep_defconfig(void);
+void emu_set_defconfig(void);
+int emu_read_config(const char *rom_fname, int no_defaults);
+int emu_write_config(int game);
+
+char *emu_get_save_fname(int load, int is_sram, int slot, int *time);
+int emu_check_save_file(int slot, int *time);
+
+void emu_text_out8 (int x, int y, const char *text);
+void emu_text_out16(int x, int y, const char *text);
+void emu_text_out8_rot (int x, int y, const char *text);
+void emu_text_out16_rot(int x, int y, const char *text);
+
+void emu_osd_text16(int x, int y, const char *text);
+
+void emu_make_path(char *buff, const char *end, int size);
+void emu_update_input(void);
+void emu_get_game_name(char *str150);
+void emu_set_fastforward(int set_on);
+void emu_status_msg(const char *format, ...);
+
+/* default sound code */
+void emu_sound_start(void);
+void emu_sound_stop(void);
+void emu_sound_wait(void);
+
+/* used by some (but not all) platforms */
+void emu_cmn_forced_frame(int no_scale, int do_emu);
+
+/* stuff to be implemented by platform code */
+extern const char *renderer_names[];
+extern const char *renderer_names32x[];
+
+void pemu_prep_defconfig(void);
+void pemu_validate_config(void);
+void pemu_loop_prep(void);
+void pemu_loop_end(void);
+void pemu_forced_frame(int no_scale, int do_emu); // ..to g_menubg_src_ptr
+void pemu_finalize_frame(const char *fps, const char *notice_msg);
+
+void pemu_sound_start(void);
+
+void plat_early_init(void);
+void plat_init(void);
+void plat_finish(void);
+
+/* used before things blocking for a while (these funcs redraw on return) */
+void plat_status_msg_busy_first(const char *msg);
+void plat_status_msg_busy_next(const char *msg);
+void plat_status_msg_clear(void);
+
+void plat_video_toggle_renderer(int change, int menu_call);
+void plat_video_loop_prepare(void);