Platforms

Platform and emulator setup guides.

Use the relevant section below depending on how the game stores achievements locally.

Detailed platform videos

These videos group multiple platform flows in one place.

Platforms

Official launcher integrations, online services, and native client flows.

Emulators and Helpers

Emulators

Goldberg, Uplay, GOG, Epic, EA, and Games for Windows - LIVE helper-based generation methods.

PC Ports and Recompilations

Native PC ports and recompilation projects with local achievement or trophy tracking.

Console Emulators

Xenia, RPCS3, ShadPS4, and KytyPS5 native emulator flows.

Platforms

Official launcher integrations, online services, and native client flows.

Steam Official support

  1. Add C:\Program Files (x86)\Steam\appcache\stats to Watched Folders.
  2. Start and play the game through Steam.
  3. The app reads Steam's local stats files, resolves the schema and images, generates configs automatically, and tracks unlocks.

Epic Games launcher support

  1. Connect an Epic account in Settings - Advanced and use Import Library.
  2. Owned titles with achievements are imported automatically as epic-official configs.
  3. Local manifests are used to resolve install path, executable, and process name.
  4. Polling runs only for the detected running Epic game or the selected Epic Official config.

Store images are resolved through Epic metadata first and fall back to SteamGridDB only when needed.

For Epic emulator folders that use an artifact or AppID instead of a namespace, schema generation resolves the related catalog item and namespace before continuing through the normal Epic schema flow.

Xbox PC (Microsoft / Xbox Network) support

  1. Open Settings - Advanced and select Connect Xbox under Xbox PC (Microsoft / Xbox Network).
  2. Sign in through Microsoft OAuth with the account used by the Windows Xbox app.
  3. Use Import Xbox PC. The app reads achievement-enabled Windows/PC titles from the Xbox profile, scans local XboxGames and packaged GDK installations, generates xbox-pc configs and achievement schemas, and correlates local executable or AUMID information when available.
  4. Achievement state is refreshed directly from Xbox Network for the selected Xbox PC config, with request throttling and a local cache fallback.

Important notes

  • Xbox console-only history is excluded. A title is imported only when Xbox reports a Windows/PC device or its Title ID matches a locally installed game.
  • Games delegated to EA App, Ubisoft Connect, or another launcher may not provide Xbox achievements on PC.
  • Microsoft refresh tokens and Xbox XSTS sessions are stored encrypted. The app never asks for or stores the Microsoft account password or an Entra client secret.
  • The experimental authentication route uses the public desktop OAuth identity published by the OpenXbox Xbox-WebAPI project. This identity is not owned by the Achievements project; Microsoft may restrict or revoke its use, and direct Xbox Network endpoints may still reject requests.
  • xbox-pc configs are generated automatically and are not meant to be created manually.

RetroAchievements support

  1. Open Settings - Advanced and enter your RetroAchievements username and Web API key from the RetroAchievements control panel.
  2. Select Connect, then Import Library. The app creates separate retroachievements configs and achievement schemas for the account history.
  3. Select a RetroAchievements config in the dashboard to start its API poller. New unlocks received after the initial cached state generate notifications.

Important notes

  • This integration uses only the read-only RetroAchievements Web API. It does not scan emulators, ROMs, processes, or local game folders.
  • The Web API key is stored with Electron safe storage and is not written as plaintext to preferences or config files.
  • Polling runs only for the RetroAchievements config explicitly selected in the UI. It stops when another platform or config is selected, or when the account is disconnected.
  • The initial import seeds existing unlocks silently, preventing historical unlocks from producing a notification burst.

GOG Galaxy launcher support

  1. Install and sign in to GOG Galaxy.
  2. Add %LOCALAPPDATA%\GOG.com\Galaxy\Applications to Watched Folders.
  3. Start and play the game via GOG Galaxy at least once.
  4. The app resolves local client id to product id mapping, watches gameplay.db, generates a gog-official config, builds achievements.json and achievementpercentages.json, and then monitors later changes.

Important notes

  • gog-official is auto-generated and not meant to be created manually.
  • The config is created only after gameplay.db exists and the achievement table is populated and stable.
  • If a game has only Storage data and no Gameplay\<userId>\gameplay.db, the install is detected but config generation waits for the gameplay database.
  • Runtime progress is read from gameplay.db even though the saved config points to the concrete gameplay folder.

Ubisoft Connect launcher support

  1. Install and sign in to Ubisoft Connect.
  2. Add %LOCALAPPDATA%\Ubisoft Game Launcher\spool manually to Watched Folders.
  3. Start and play the game at least once so the local spool or cache files exist.
  4. The app detects spool\<userId>\<productId>.spool, generates local schema, rarity sidecar, and images from Ubisoft's local achievements cache, then creates a ubisoft-official config automatically.

Important notes

  • ubisoft-official is generated from a manually watched spool root and is not meant to be created manually.
  • Config generation waits until both the spool file and local achievement archive are available.
  • The config points to the concrete spool\<userId> folder while runtime progress is read from <productId>.spool.

EA Desktop launcher support

  1. Install and sign in to EA Desktop.
  2. Add %LOCALAPPDATA%\Electronic Arts\EA Desktop\Logs manually to Watched Folders.
  3. Start and play the game at least once so EADesktopVerbose.log contains the achievement set.
  4. The app generates local schema and images, creates an ea-official config, and monitors later log changes.

Important notes

  • ea-official is generated from a manually watched EA Desktop logs root and is not meant to be created manually.
  • Config generation waits until EA Desktop logs a complete achievement set for the game.
  • The config points to the EA Desktop Logs folder; runtime progress is read from EADesktopVerbose.log.
  • The app also reads EADesktopVerbose.bak, preventing achievement events from being lost when the verbose log rotates.

Emulators

Goldberg, Uplay, GOG, Epic, and EA helper-based generation methods.

GSE

Important for RUNE releases: complete these renames before applying the GSE method. Rename the RUNE emulator file steam_api64.dll to steam_api64.rune, then restore the original Steam library by renaming steam_api64.rne to steam_api64.dll.

Important for voices and HYPERVISOR releases: copy only achievements.json and the generated images or img folder into steam_settings. Copy steam_interfaces.txt only when that file is missing from steam_settings. If the game does not work with this minimal setup, copy the entire generated steam_settings folder into the game folder and replace or merge the existing folder when prompted.

  1. Download and extract generate_emu_config.
  2. Create my_login.txt in that folder and save your Steam account as:
    username
    password
  3. Run generate_emu_config.exe_user.exe and enter the target Steam AppID.
  4. If the account uses 2FA, complete the code prompt when asked.
  5. Rename the game's original steam_api64.dll to steam_api64.dll.bak.
  6. Copy everything from _OUTPUT\appid next to the renamed DLL.
  7. Run gse_generate_interfaces.exe once, then launch the game.
  8. In Achievements, %APPDATA%\GSE Saves is a default watched folder, so the AppID can be detected and the config can be generated automatically.

Achievement Enabler by Roschach96

Important for RUNE releases: complete these renames before applying Achievement Enabler. Rename the RUNE emulator file steam_api64.dll to steam_api64.rune, then restore the original Steam library by renaming steam_api64.rne to steam_api64.dll.

Important for voices and HYPERVISOR releases: copy only achievements.json and the generated images or img folder into steam_settings. Copy steam_interfaces.txt only when that file is missing from steam_settings. If the game does not work with this minimal setup, copy the entire generated steam_settings folder into the game folder and replace or merge the existing folder when prompted.

  1. Download the latest Achievement Enabler release from GitHub. The CS.RIN page provides additional files and more information. Extract the ZIP into a separate working folder.
  2. For Steam and Ubisoft, create %SystemDrive%\steamcmd\_AchievementEnabler\dummy_account.txt. Put the username of a throwaway Steam account on the first line and its password on the second line. EA, Epic, and GOG do not require this file.
  3. Keep a backup of the extracted release. The setup removes its script-related files from the game folder after it finishes.
  4. Copy all extracted script files and folders into the game's main folder.
  5. Run _Achievement_Enabler.bat and follow the prompts. This is the only script that must be launched.

Persistent Achievement Enabler settings are stored in %SystemDrive%\steamcmd\_AchievementEnabler.

Steam account file example

username
password

Supported platforms

Platform How it is detected Requirements and setup behavior
Steam Steam ColdClient is the fallback when no other adapter marker is found. Uses GBE Fork and the Steam stub files supplied with the current release. A throwaway Steam account is required. The script generates the achievement data, builds _ColdClient, and configures the loader.
Ubisoft Detects Uplay R1 or R2 from its upc_r*_loader.dll or uplay_r*_loader.dll file. Requires the matching Uplay R1 or R2 adapter pack from the current release and a throwaway Steam account. It generates achievements_schema.json, backs up the existing files, and patches the matching INI.
EA Detects __Installer\installerdata.xml in the game folder. Uses the anadius Origin Emulator files supplied with the current release and requires Python on PATH. No Steam account file is needed. The script selects the game executable and generates or updates anadius.cfg next to it.
Epic Detects EOSSDK-Win64-Shipping.dll or EOSSDK-Win32-Shipping.dll. No additional adapter pack or Steam account file is required. The script resolves the Epic namespace, fetches achievement data, downloads and caches Nemirtingas Epic Emulator, backs up the existing EOSSDK DLL, and creates a launch script. Some games may require a specific original EOSSDK DLL to launch correctly.
GOG Detects Galaxy.dll or Galaxy64.dll. REDGalaxy DLLs are ignored. No additional adapter pack or Steam account file is required. The script downloads and caches the compatible UniverseLAN release, reads the GOG AppID from goggame-<id>.info, and uses a Launch *.lnk shortcut when available to find the executable.

How the unified setup works

  • The script detects the appropriate adapter from platform DLLs or marker files in the game folder. Steam ColdClient is used as the fallback when no other adapter is detected.
  • Steam, Ubisoft, and EA need additional adapter files. Use the files and version information supplied with the current Achievement Enabler release. Epic and GOG download and cache their emulator files automatically on first use.
  • The selected adapter locates the executable and loader, obtains the appropriate platform identifiers and achievement data, writes the emulator configuration, exports the game to Achievements, creates a desktop shortcut, and cleans up its temporary script files.
  • For Ubisoft Uplay R1/R2, the matching loader and INI files must already be present. If they are missing, setup stops and asks you to apply the required adapter files before running it again.
  • For Steam ColdClient, choose either clean Steam files or the voices38 release flow when prompted. If voices38.dll is already present before setup, the safety check stops and asks for a clean reinstall before retrying.
  • The generated JokerVerse config includes the detected executable and process information so Achievements can use it for launch, selection, and playtime monitoring.

Uplay Goldberg method

  1. Download Uplay.rar.
  2. Extract Uplay.rar and copy the Uplay folder into the generate_emu_config folder.
  3. Create my_login.txt in that folder and save your Steam account as:
    username
    password
  4. Open the generate_uplay_achievements_from_steam.bat file and run it using the Steam AppID of the Ubisoft title.
  5. This produces achievements_schema.json for the Uplay game.
  6. Copy demde's version of Goldberg Uplay R1 or R2 files and achievements_schema.json into the game folder and replace the original Uplay DLLs. Check the Uplay R1/R2 ini file for the Achievements configuration to be enabled.
  7. Start the game if game is using r2 version. Achievements can auto-detect it from the default watched folder %APPDATA%\Goldberg UplayEmu Saves.
  8. Start the game if game is using r1 version. Achievements can auto-detect it from the default watched folder %APPDATA%\R1 UplayEmu Saves.

Video demo: Ubisoft Games with Achievements
Uplay Emus: R1 R2

Uplay LumaPlay

x86 installation

  1. Copy LumaPlay_x86.exe and the LumaPlayFiles folder into the game folder.
  2. Copy the original uplay_r1.dll from C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher into LumaPlayFiles and rename it to UbiAPI.dll.
  3. Update the executable name, appid and other settings in LumaPlay.ini.
  4. Continue with the x64 achievement configuration steps below.

x64 installation

  1. Copy LumaPlay_x64.exe and LumaPlayFiles into the game folder.
  2. Copy uplay_r164.dll from the Ubisoft launcher into LumaPlayFiles and rename it to UbiAPI.dll.
  3. Update the executable name, appid and other settings in LumaPlay.ini.
  4. Configure the [Achievements] section, for example:
    [Achievements]
    GenerateAchievementReportOnExit = 1
    NumberOfAchievements = 50
    UplayGameID = 1803
    
    Achievement_1 = The Spark - Complete the game intro by liberating Dutch's island (Solo Campaign only).
    Achievement_2 = You Are Wrath - Be deemed the Sin of Wrath (Solo Campaign only).
    Achievement_3 = Special Delivery - Ensure a baby's safe passage into this world (Solo Campaign only).
    Achievement_4 = Only You - Successfully complete the First Trial (Solo Campaign only).
    ...
  5. In Achievements, enable Settings - Folders - Enable LumaPlay Watcher.
  6. Start the game through LumaPlay. The app scans achievement entries under HKCU\SOFTWARE\LumaPlay, detects the AppID, and generates a matching uplay config with emu=lumaplay when possible.

Important notes

  • While enabled, native registry change events trigger achievement refreshes and notifications without repeatedly polling the entire registry tree.
  • The LumaPlay registry watcher is Windows-only and starts only while the option is enabled.
  • Disabling it stops LumaPlay registry monitoring, but does not disable watched-folder monitoring or normal process detection.

Make sure uplay_r1_loader(64).dll in the main game folder is as close to the original file as possible.

RUNE Ubisoft Connect support

  1. Start the Ubisoft game through RUNE at least once so its user and achievement folders are created.
  2. Open Settings - Folders and manually add %USERPROFILE%\Documents\RUNE\Ubisoft Connect or its achievements subfolder.
  3. Confirm that the achievement file follows this structure:
    <root>\achievements\<UserID>\<Uplay AppID>\achievements.cfg
  4. Use Folders - Rescan. Achievements identifies the Uplay AppID, resolves the existing Uplay schema and mapping, and creates or refreshes the matching config.
  5. Keep the folder watched so later changes to achievements.cfg can refresh progress and produce unlock notifications.

RUNE's sibling savegames tree is ignored. The RUNE Ubisoft Connect location is intentionally not a default watched folder and must remain an explicit opt-in.

XLiveLessNess support

  1. Install and configure XLiveLessNess for the supported Games for Windows - LIVE title. Start the game once if the emulator needs to create its profile data.
  2. Add the installed game directory in Settings - Folders. You may add the game root or a parent containing the required files within the supported discovery depth.
  3. Confirm that one executable directory contains xlive.dll, <game>.exe, and the matching <game>.exe.cfg. Use Folders - Rescan if the folder was added before these files were installed.
  4. The app reads the title ID from <game>.exe.cfg and the executable's embedded SPAFILE resource to obtain localized achievement names and descriptions, Gamerscore values, and images.
  5. A local xlivelessness config and schema are generated. The executable and process names are saved for launch, process detection, auto-selection, and playtime.
  6. Unlocks are read from each matching <profile>\achievements.dat below XLiveLessNess\profile\title\<TITLEID>.

Expected game-side layout

<Game folder>\
└─ <executable directory>\
   ├─ xlive.dll
   ├─ <game>.exe
   └─ <game>.exe.cfg

Important notes

  • Discovery and SPAFILE/schema processing run asynchronously and are shown in the standard generation progress rail.
  • achievements.dat is not required during initial config generation. The adaptive watcher attaches after XLiveLessNess creates the profile or title path.
  • The default %LOCALAPPDATA%\XLiveLessNess root and game-local XLiveLessNess roots are monitored adaptively. A custom storage root can also be added in Settings - Folders.
  • When process command-line detection is available, -xllnconfig=<path> is resolved and its containing directory is added automatically as another state root.
  • Multiple executables for the same title ID are stored as process-name alternatives in one config. Profiles keep separate baselines to prevent false notifications when switching users.
  • Schema languages follow Settings - Advanced - Achievements Schema Languages when the embedded SPAFILE contains those localizations.
  • The app reads the installed executable, title config, and achievement state without modifying game or emulator data.

GOG UniverseLAN

Current global storage layout

  1. Install and configure UniverseLAN so its game data is stored under %LOCALAPPDATA%\UniverseLAN.
  2. Keep each game in an immediate ProductID directory: %LOCALAPPDATA%\UniverseLAN\<ProductID>.
  3. Runtime progress must be available at %LOCALAPPDATA%\UniverseLAN\<ProductID>\UniverseLANData\Achievements.ini.
  4. The default watched root is treated as a strict GOG source. The app maps each immediate ProductID directory to a GOG config and monitors its Achievements.ini file.

Legacy game-local setup

Existing game-local UniverseLAN installations remain supported. Keep this setup if the game already works with the legacy layout.

  1. Check which galaxy64.dll version the game uses, download the matching UniverseLAN build, and extract it into the game folder.
  2. Run UniverseLANServer64.exe, keep it open, and then launch the game executable.
  3. The legacy installation generates local achievements in <gamefolder>\UniverseLANData\Achievements.ini.
  4. Add the game folder to Watched Folders. Legacy discovery continues to use UniverseLAN.ini to identify and generate the config.

NemirtingasEpicEmu

  1. Open egdata.app and copy the game's Namespace.
  2. Extract and run fetch_epic_achievements.bat.
  3. Download the required EOSSDK-Win64-Shipping.dll, copy it into the game folder, and replace the existing DLL. Keep a backup of the original file before replacing it.
  4. Copy the generated achievements_db.json and achievement images into nepice_settings next to EOSSDK-Win64-Shipping.dll.
  5. Edit NemirtingasEpicEmu.json and replace the AppId with the Namespace.
  6. Create a Launcher.txt file next to the game executable, put this content inside it, then rename the file to .bat:
    @echo off
    cd /d "%~dp0"
    start /b "Alan Wake 2" "AlanWake2.exe" -AUTH_LOGIN=unused -AUTH_PASSWORD=cdcdcdcdcdcdcdcdcdcdcdcdcdcdcdcd -AUTH_TYPE=exchangecode -epicapp=c4763f236d08423eb47b4c3008779c84 -epicenv=Prod -EpicPortal -epicusername="Player" -epicuserid=4340353b292a150000e7d9b5a47b6343 -epicsandboxid=c4763f236d08423eb47b4c3008779c84 -epiclocale=en
    Change the values for the target game: Alan Wake 2 is the window title, AlanWake2.exe is the game executable name, and epicapp plus epicsandboxid must use the Namespace taken from egdata.app.
  7. Add %APPDATA%\NemirtingasEpicEmu to Watched Folders. The app can detect the Namespace and generate the config automatically.

anadius Origin/EA Emu

  1. Get anadius Origin emulator tools, including example config + tools.7z and get_token.exe.
  2. Install the Tampermonkey browser extension.
  3. Drag Origin Helper.user.js from example config + tools into Tampermonkey.
  4. Open ea.com, click Origin Helper in the top-left area, then click Generate emulator config.
  5. Select the game's __Installer\installerdata.xml.
  6. Check these options:
    • Use default port
    • Add Content section
    • Add placeholder Entitlement
    • Add achievements
    Then click Continue.
  7. In a new tab open https://isthereanydeal.com/ and search for the game.
  8. Open the game page, scroll to or search for Products, find the EA Store entry, and copy the Origin.OFR id.
  9. Paste that id into the Origin Helper field and click Continue.
  10. Run EA App, sign in, then run get_token.exe.
  11. Copy the four output lines from get_token.exe: access token, username, user ID, and persona ID. Paste them into Origin Helper and click Continue.
  12. On the next screen, open the SteamDB link in a new tab, go to the Achievements page, press F12, and paste this into the console:
    copy(document.documentElement.outerHTML)
  13. Paste the copied HTML into the Origin Helper field. After the achievements show up as Green Fields, click Continue.
  14. Save anadius.cfg and copy it together with anadius32.dll or anadius64.dll into the game folder next to game.exe.
  15. Add %LOCALAPPDATA%\anadius\LSX emu\achievement_watcher to Watched Folders. The app can detect the AppID and generate the config.

PC Ports and Recompilations

Add the installed port folder to Settings, then let Achievements discover its local schema and progress source.

PC Ports: LADXHD Updated

  1. Install Link's Awakening DX HD Updated using the game's own instructions.
  2. In Settings - Folders, add the installed game folder containing Link's Awakening DX HD.exe, Data\Languages, and Data\Achievements. The patcher or launcher folder alone is not sufficient.
  3. Use Rescan if generation does not start. A PC Ports config appears in the config selector and Dashboard with the achievement list and icons.
  4. Configure notifications through Main Achievements in the Notifications tab.
  5. Start the game and unlock an achievement. The save location is monitored automatically, so no additional folder is required.

Important notes

  • Normal Windows installations store progress in %LOCALAPPDATA%\Zelda_LA\achievements. Portable installations use the achievements file inside the game folder. Rescan after switching portable mode.
  • Progress is shared across save slots. Existing unlocks are imported silently.
  • Refresh Rarity can add percentages from a matching Exophase page. These describe the GBC/Retro player population, not specifically players of the PC port. Missing rarity does not prevent notifications.

Xbox 360 Recompilations and Native Ports

  1. Install the recompilation or native port and its required game data using the port project's instructions.
  2. Add the installed game folder in Settings - Folders. Use the table below to select the correct location.
  3. Use Rescan if generation does not start. An Xbox 360 Recomp config appears with the available achievement list and icons.
  4. Configure Xbox 360 Recomp Notification in the Notifications tab.
  5. If Game Profile is displayed below the config controls, select the profile used by the game.
  6. Start the game and unlock an achievement. Supported save paths, including paths outside the installation folder, are monitored automatically.

Folders to add

Game or port Folder required in Settings - Folders
Dante's Inferno Folder containing dantes_inferno.exe, dantes_inferno_native.exe, or dantesinferno.exe and the game data.
LEGO Dimensions Folder containing legodimensions.exe and the game data.
Midnight Club: Los Angeles Folder containing midnightclubla.exe, mcla.exe, or larecomp.exe. If it is under out\build, add the parent installation containing that directory and the game data.
Spider-Man: Edge of Time Folder containing SpiderManEOT.exe and the game data.
Blue Dragon (re:Blue) Final installation containing reblue.exe, the installed data, and profiles.
Gears of War 2 Hollow Folder containing GearGame\SaveData.
Unleashed Recompiled Folder containing UnleashedRecomp.exe and the game data.
Castlevania: Symphony of the Night (Nocturne) Folder containing nocturnerecomp.exe and the game's XEX. The XEX selects the US or Japanese version.
Silent Hill: Downpour Folder containing downpour.exe and the game data. Unlocks are monitored in user.
Deadly Premonition Folder containing deadlyprem.exe or deadlyprem_usa.exe. Unlocks are monitored in userdata.
Fable II (himdo) Folder containing fable_2.exe. Unlocks are monitored in the forced local saves folder.
Naughty Bear (ReStuff) Folder containing restuff.exe. The Documents save location is selected automatically.
Condemned 2: Bloodshot Folder containing condemned2recomp.exe. Unlocks are monitored in UserData.
Project Gotham Racing 4 Folder containing pgr4_recomp.exe or pgr4_recompiled.exe. Its Documents path follows the executable's application name.
Crackdown 2 Folder containing crackdown2.exe and a build with achievement persistence support.
Banjo-Kazooie: Nuts & Bolts (reNut) Folder containing renut.exe. Complete the path setup wizard first; paths are read from renut.cfg.

Important notes

  • Use a build that persists achievement unlocks. Skate3Recomp v2.0.2 can import its list, but cannot produce live notifications because unlocks are not saved.
  • A config can be generated before the first unlock. If its source is pending, unlock an achievement and rescan if necessary.
  • After initial import, use Folders - Rescan to rebuild after profile, save-path, launcher-argument, metadata, or icon changes.
  • ReXGlue ports use achievements\<TitleID>.toml in the game's save location. The file may appear only after an unlock.
  • A missing or invalid renut.cfg leaves reNut pending. Complete its path wizard and rescan. Fable II always uses its local saves folder.
  • Existing achievements are imported silently and each profile keeps separate progress. Changing the unlock location also keeps the previous location's progress separate.
  • Supported re:Blue builds include eight additional achievements. Keep the port's full game data installed; a copied default.xex alone is insufficient.

PS3 Recomp

Built ports that use the PS3Recomp trophy JSON format can import their trophy schema and progress without an RPCS3 installation.

  1. Build or install the port using its project instructions, then configure its launcher or project settings to locate the original game data.
  2. In Settings - Folders, add the built port's installation folder. Add the complete installation rather than only the original game-data folder.
  3. Keep the original game data available for the first import. Achievements extracts trophy names and icons locally from TROPHY.TRP.
  4. Use Folders - Rescan if discovery does not start, or whenever the trophy schema needs to be rebuilt. The imported game appears as a PS3 Recomp config.
  5. Configure its preset, sound, position, scale, and duration under PS3 Recomp Notification in the Notifications tab.

Important notes

  • RPCS3 is not required. The port's launcher or project configuration provides the path to the original game data.
  • Native Bronze, Silver, Gold, and Platinum grades are preserved. PS3 Recomp keeps its own notification preset, sound, position, and timing regardless of Trophy Mode. Platinum continues to use the dedicated Platinum notification profile.
  • If the original data, launcher configuration, or trophy files change after import, use Folders - Rescan to rebuild the schema and refresh its local icons.

PS4 Recomp support

Compatible ports include Bloodborne, Uncharted: The Nathan Drake Collection, God of War III Remastered, and MediEvil.

  1. Install the port and the game data required by that port.
  2. Select the original game folder in the port launcher. Configure any custom save folder there as well; Achievements follows the launcher's stored location.
  3. Add the port installation folder in Settings - Folders. Keep the launcher and its runtime files together. Adding only the original dump is not sufficient.
  4. Use Folders - Rescan if import does not start. The imported game appears as a PS4 Recomp config with its trophy list and icons.
  5. Configure PS4 Recomp Notification, including preset or SAN preset, sound, position, scale, and duration.
  6. Start the game through its port launcher and keep launcher logging enabled. Achievements reads the unlock log to update progress and show notifications.

Important notes

  • Native Bronze, Silver, and Gold grades are preserved. Native Platinum trophies use the dedicated Platinum notification; lists without Platinum use generic completion at 100%.
  • Trophy lists and original icons are imported from the original game's trophy files and npbind.dat using the built-in public retail trophy key. Decrypted trophy data is also supported. Use Folders - Rescan to update the icons of an existing import.
  • A local trophy.key beside the launcher is optional. When present, it overrides the built-in retail key.
  • Uncharted: The Nathan Drake Collection creates one config for each game when all three trophy lists are available.
  • Import identifies compatible ports through run.py and the port's identifying scripts or launcher assets. A runtime executable is not required to generate the trophy list.
  • Play requires a valid launcher path. Process detection uses the runtime declared by the port script or the executable configured in process_name.

Console Emulators

Xenia, RPCS3, ShadPS4, and KytyPS5 native emulator flows.

Xenia-Canary support

  1. Open Xenia and create a user profile.
  2. Add the generated Xenia\Content\xxxxxx\xxxx\xxxx\xxxxxx path to Watched Folders.
  3. Start and play the game.
  4. The app reads the generated file, fetches game name, schema, and images, auto-generates the config, and shows notifications on new unlocks.

RPCS3 support

  1. Add RPCS3\dev_hdd0\home\xxxxxxx\trophy to Watched Folders.
  2. Start and play the game.
  3. The app reads trophy files, fetches schema and images, generates configs automatically, and shows notifications on unlock.

ShadPS4 support

  1. Add the ShadPS4 root folder: %APPDATA%\shadPS4.
  2. Start and play the game so ShadPS4 creates trophy schema and user progress files.
  3. The app reads schema from %APPDATA%\shadPS4\trophy\<NPWR>\Xml, copies icons from %APPDATA%\shadPS4\trophy\<NPWR>\Icons, and reads progress from %APPDATA%\shadPS4\home\<userId>\trophy\<NPWR>.xml.
  4. Local ShadPS4 logs or legacy data are used to map NPWR trophy IDs to CUSA game IDs when that mapping is available.
  5. All local user progress XML files for the selected game are monitored so user switches are detected automatically.

Important notes

  • Modern ShadPS4 storage is preferred when both modern and legacy layouts exist.
  • Legacy storage under %APPDATA%\shadPS4\game_data\<CUSA>\TrophyFiles\trophy00 is still supported.
  • If multiple users exist, achievement caches are scoped per user.

KytyPS5 support

  1. Use the upstream KytyPS5 runtime that saves progress in _Trophies. The U59 fork and SharpEmu are not supported by this integration.
  2. Register the folder containing the extracted game or its .zar archive in the KytyPS5 launcher.
  3. Add the emulator folder containing kyty_emulator.exe in Settings - Folders, then rescan.
  4. A KytyPS5 config appears with the trophy list and icons. Games in registered launcher locations can be found before the first unlock.
  5. Configure KytyPS5 Notification in the Notifications tab.
  6. Start the game through KytyPS5 and unlock a trophy. Achievements monitors the emulator's _Trophies folder even when it is created only after the first unlock.

Important notes

  • Add new game locations through the KytyPS5 launcher and use Rescan if a registered game does not appear.
  • Extracted games and .zar archives are supported. Retail .pkg files are not supported directly.
  • Each game has one config per emulator installation, including additional trophy sets. Progress is kept separately for each KytyPS5 user and follows the active game or global emulator user.
  • Existing trophies are imported silently. Notifications are generated only for the active user's new unlocks.
  • Refresh Rarity can add percentages from a matching Exophase PS5 page. Missing rarity does not prevent local trophy monitoring.