Proceeding the MyTrophies PS4 Trophy Calculator for use on jailbroken PlayStation 4 consoles running PS4HEN comes BitHunter, which is a Python-based tool to extract / pull information from PS4 game trophies, apply custom frames to the trophy images and export PS4 trophy lists by AlexKalopsia of Kalopsia Games.
Download: BitHunter (Latest Version) / GIT
This comes following the Reverse Engineering PS4 Trophies documentation and PS4 Tools updates by thedarkprogr, and here's further details from the BitHunter README.md: How to use
When you run BitHunter, you have two options, adding frames to local images (typing 0), or pulling the images from the web.
If you want to apply a custom frame to the images, create one called frame.png and place it inside the root folder.
Pulling from the web
BitHunter will ask you to type a GameID. This can be found in the game page as part of the game's URL
https://psnprofiles.com/trophies/GameID-game-name
After pressing Enter, BitHunter will start pulling the game data:
If you already have some trophy images stored locally, and you want to just apply the frame to them, place all of them in the /consume folder. Then start BitHunter and press 0. Make sure the frame thickness is configured correctly in the configuration file.
Config file
In the root folder you will find a config.json file. You can edit it to customize your settings.
Example 1:
BitHunter will load the trophy images without storing them on your drive, and will then apply a 15pixel thick frame to them. It will export 240x240 and 120x120 images both in .jpeg and .png format. The file name will be bit-trophyName-XXXXXXX-imageSize.fileType
Example 2:
BitHunter will store the game's trophies information in a .CSV file. It will then load the trophy images and store them in the /originals folder. Then it will apply a 20px thick frame, and export 64x64 images both in .png format. The file name will be gameName-wow-imageSize-XXXXXXX-trophyName.fileType
Example 3:
BitHunter will load the trophy images and store them in the /originals folder. Then it will apply a 4px thick frame, and export 128x128, 64x64 and 32x32 images both in .png format. . The file name will be XXXXXXX.fileType
Example 4:
BitHunter will only save the game's trophies information in a .CSV file. It will not store, nor process the trophy images.
Cheers to @HydrogenNGU for the heads-up on this script earlier!
Download: BitHunter (Latest Version) / GIT
This comes following the Reverse Engineering PS4 Trophies documentation and PS4 Tools updates by thedarkprogr, and here's further details from the BitHunter README.md: How to use
When you run BitHunter, you have two options, adding frames to local images (typing 0), or pulling the images from the web.
If you want to apply a custom frame to the images, create one called frame.png and place it inside the root folder.
Pulling from the web
BitHunter will ask you to type a GameID. This can be found in the game page as part of the game's URL
https://psnprofiles.com/trophies/GameID-game-name
After pressing Enter, BitHunter will start pulling the game data:
- If you have set your configuration file with exportTrophyInfo set to true, a file named gameID-gameName.csv will be saved in the root folder.
- If you have set yout configuration file with storeOriginals set to true, the original non-framed images will be stored in /originals.
- If you have set your configuration file with processOriginals set to true, the trophy images will be processed with the applied frame image and saved in /processed.
If you already have some trophy images stored locally, and you want to just apply the frame to them, place all of them in the /consume folder. Then start BitHunter and press 0. Make sure the frame thickness is configured correctly in the configuration file.
Config file
In the root folder you will find a config.json file. You can edit it to customize your settings.
Var | Description | Accepted values |
exportTrophyInfo | Export the trophy data to a CSV file | true/false |
storeOriginals | Store the original images without frame | true/false |
processOriginals | Process the original images and apply the frame | true/false |
acceptedTypes | Accepted file types | string |
frameThickness | How thick frame.png is (in pixels) | int |
exportSizes | Sizes you wish to export to (accepts multiple) | int |
exportTypes | File types you wish to export to (accepts multiple) | string |
imageNameRoot | Text before filename. Accepts @g/@t/@s for game/trophy/size | string |
imageNameEnd | Text after filename. Accepts @g/@t/@s for game/trophy/size | string |
Code:
"exportTrophyInfo": false,
"storeOriginals": false,
"processOriginals": true,
"acceptedTypes": [".PNG", ".JPG", ".JPEG"],
"frameWidth": 15,
"exportSizes": [240, 120],
"exportTypes": [".JPEG", ".PNG"]
"imageNameRoot": 'bit-@t',
"imageNameEnd": '@s'
Example 2:
Code:
"exportTrophyInfo": true,
"storeOriginals": true,
"processOriginals": true,
"acceptedTypes": [".PNG", ".JPG", ".JPEG"],
"frameWidth": 20,
"exportSizes": [64],
"exportTypes": [".PNG"]
"imageNameRoot": '@g-wow-@s',
"imageNameEnd": '@t'
Example 3:
Code:
"exportTrophyInfo": false,
"storeOriginals": true,
"processOriginals": true,
"acceptedTypes": [".PNG", ".JPG", ".JPEG"],
"frameWidth": 4,
"exportSizes": [128, 64, 32],
"exportTypes": [".PNG"]
"imageNameRoot": ''
"imageNameEnd": ''
Example 4:
Code:
"exportTrophyInfo": true,
"storeOriginals": false,
"processOriginals": false,
"acceptedTypes": [".PNG", ".JPG", ".JPEG"],
"frameWidth": 4,
"exportSizes": [128, 64, 32],
"exportTypes": [".PNG"]
"imageNameRoot": ''
"imageNameEnd": ''
Cheers to @HydrogenNGU for the heads-up on this script earlier!