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NpTrophy reads the trophy count and icons from the title's trophy package (names are encrypted and stay not implemented), PS4 v1 save data calls wrap the native v2/v3 ones, and NpWebApi library contexts, handles and push event filters work offline (service filters fail without a signed-in user). libSceAjm is built from the libSceAjm.native sources for PS4 titles. Limbo's (CUSA01664) remaining PS4 imports, including the synchronous PS4 TUS calls and the Facebook dialog calls next to the existing libraries, are exported as not implemented.
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libSceNpTrophy technical debt
Unknown function info
- sceNpTrophyRegisterContext, sceNpTrophyGetTrophyUnlockState, sceNpTrophyUnlockTrophy (libSceNpTrophy, PS4) - the trophy definitions in
TROPCONF.ESFMare encrypted, so the trophy count is the number of consecutiveTROPnnn.PNGicons in the title's/app0/sce_sys/trophy/trophyNN.trp, and the calls that return names and details (sceNpTrophyGetGameInfo,sceNpTrophyGetGroupInfo,sceNpTrophyGetTrophyInfo) throw. Unlocks are kept per user and service label in_trophy/trophyNN.<user id>under the working directory, no platinum trophy is reported (platinumIdis -1), and a locked trophy's icon fails withTROPHY_NOT_UNLOCKED. None of it is checked on a console.