you can unlock trophies freely with official functions and it will not count them "debugged". there is even an api in samples for this, but it is uncomfortable, because you have to set np com id. though there even was an official sample app as leftover in a game, but dunno remember which one. this was much more polished and it can unlock any game's trophies. maybe it is sample in later sdks, dunno
I was doing a bit of research on the topic, and at least on the cell SDK you should be able to unlock trophies as long as you have the right comm Id and the corresponding Signature Id. (my assumption from the docs and code samples)
I found a few samples (
/samples/sdk/network/np/) but haven't compiled/tested any of them... perhaps one is similar to the video you shared.
on the ps3 dev wiki I also found a reference for Trophy functions on PSL1GHT (
https://github.com/an0nym0u5/PSL1GHT/tree/master/ppu/include/np ), but I tried them and it didn't work.
The code crashes as soon as I try to init the Trophy stuff with:
sysTrophyInit(NULL, 0, SYS_MEMORY_CONTAINER_ID_INVALID, 0);
it's weird because in the original docs that's the first thing you need to do before even messing with installing or unlocking trophies, but on PSL1GHT the function sysTrophyInit just crashes without even returning an error value... As I don't have a proper debug console I can't even guess what was happening there.
Also, since this branch was never merged with the main psl1ght I'm not even sure it was working at all.
anyways, just my first research on the topic, I bet there's more to discover.
very nice app and I like the fact you have used Artemis' gui. if I find time and get my internet connection, maybe we can talk about Artemis together with dnawrkshp. bungholio told me he wanted to talk to me after I have made these mod versions, but I've never came back to him
sure, let's talk. After my update with Artemis r6, I was able to get in touch with dnawrkshp, I sent a pull request with my changes and he said he was going to check it out. No update from him since then, but I'd be happy to talk and see what we can improve there.
oh and I dunno why everyone is having issues with certain games and Artemis plugin. when I have changed the memory allocation I have tested those critical games I have with Artemis, even in systemsoftware mode (DEX), which is limited and even more picky with memory losses and they all went very well, for example gow3/gowa/la noir and a few others
I believe that the behaviour with HEN might be different than with CFWs. I did some tests on my own, and found out that the original r5 plugin was working nicely with my PS3 (HEN). When I tried with your vr5 plugin, even if the cheat worked, I couldn't save my game progress or get trophies while playing. All tests done with the same games and codes, with no other plugin in memory.
I know from reports by
@Cypher_CG89 that your plugin version (vr5) works great on CFW and even on DEX mode, so that's why I believe that maybe HEN is a special case for Artemis.
about the problem, I think it is related to wmm because of too much memory consumption. nothing against it, please do not take it as critic, but both of them Artemis+wmm isn't possible. maybe, aldo can include it into wmm, which should do the trick. back then, I have chosen sman, because it is compared to even original wm lighter in memory usage and already is using memory container
more available memory always help, that's for sure. I also had the same idea at some point, to include the artemis "logic" into wmMod.
btw, would you mind sharing the source code of that "artsMan" version you did some time ago? I tried looking for it but couldn't find it. If it's not meant for the public, maybe sharing it privately as I'd be happy to check it.