mirror of
https://github.com/boykopovar/AnyPS5.git
synced 2026-11-02 12:56:05 +00:00
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.
6 lines
789 B
Markdown
6 lines
789 B
Markdown
# libSceNpTrophy technical debt
|
|
|
|
### Unknown function info
|
|
|
|
- [sceNpTrophyRegisterContext, sceNpTrophyGetTrophyUnlockState, sceNpTrophyUnlockTrophy](../../../core/libs/prx/libSceNpTrophy/Export.cpp) (libSceNpTrophy, PS4) - the trophy definitions in `TROPCONF.ESFM` are encrypted, so the trophy count is the number of consecutive `TROPnnn.PNG` icons 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 (`platinumId` is -1), and a locked trophy's icon fails with `TROPHY_NOT_UNLOCKED`. None of it is checked on a console.
|