Skip to content

Achievement Logic Features

There are several tools and options available to a developer. Knowing how to properly utilize them will improve the quality of your sets. These tools/options can be used in the Achievement Editor:


For more help regarding these, our Discord server is always open for assistance.

Delta Valueslink

A Delta value is the previous frame's value. Note: when you use Delta it is implicit that you are referring to an address and not a value.

Examples of how it can be used:

  • Detect if the level has been increased: level > delta level. It means "current level is greater than the previous frame's level".
  • Detect damage: health < delta health. It means "current health is smaller than the previous frame's health". Or you can just make the previous frame's value a requirement. health delta = 1 means "the previous frame's value for health must be 1 when the achievement pops up."

You can see how it works in the Real Examples page.

Hit Countslink

In the Achievement Editor, the field on the far right side is Hit Count.

The default is Zero, which means the condition must be true for the achievement to trigger.

If you set a target hit count, like 5, it means the condition must be true for at least that many frames, and once that hit count target is met, it doesn't need to be met again at any other time.

PLEASE NOTE: if a condition has a hit count, and reaches the number required, this condition is no longer tested. It remains true, UNLESS you have a Reset If, which we will discuss below.

You can see how it works in the Real Examples page.

Special Flagslink

In the Achievement Editor, it's the field titled as Special?


If the associated condition is true, all hit counts in the achievement will be reset to 0.

The achievement will not trigger if one or more ResetIf conditions is true, even if there are no conditions with hit count targets.

You can see how it works in the Real Examples page.

Coming in 0.73: A ResetIf condition with a hit count target will only trigger when the hit count target is met. If another ResetIf condition it met, all conditions, including the ResetIf with the hit count will have their hit counts reset to 0.

It is very common to use a condition with a hit count of 1 as a start marker for an achievement, and use a ResetIf to cancel the achievement before the end condition is met. A common example is a damageless achievement: "From start of (level/battle), reset if damage taken, trigger at end of (level/battle)". When the start condition is true, a hit count is captured. If it's still set when the end condition is true, the achievement triggers. If the ResetIf condition triggers, the hit count on the start condition is set back to zero, which makes the condition false when evaluating the state when the end condition is true, and the achievement will not trigger.


While true, the PauseIf pauses activity for all conditions in the same group while true. It does not pause conditions in other groups (more about groups below).

Note: keep in mind that all conditions in the sentence above includes ResetIf conditions! In other words ResetIf won't work while a PauseIf is active.

The PauseIf is usually used to prevent hit counts from going up during a specific situation (like pausing the game). It's used when you want to keep previously earned hit count, but don't want to reset it when something happens. For example: pausing the game.

Coming in 0.73: A PauseIf condition with a hit count target will only trigger when the hit count target is met. Once the hit count target is met, the group remains paused until a ResetIf condition in another group is true. A PauseIf without a hit count will unpause when the condition is no longer true.

Add Sourcelink

Adds the value of the source in the field labeled Memory to the next achievement condition. The comparison, right-hand value fields, and hits fields are ignored for a condition marked with Add Source. The total value will be used for the next comparison.

Add Source Example

In this example, the values in memory addresses $8010, $8011, and $8020 are added together and compared to the memory in $8020. The resulting check is 5 + 3 + 20 > 20, or 28 > 20, which is true.

Sub Sourcelink

Works similarly to Add Source, but will instead subtract the source value from the additive buffer.

Note: Sub Source does not subtract the next condition from the current total. The final line (without Add Source or Sub Source) is still added to the additive buffer for the final comparison.

Using the Add Source example, if the second item were changed to a Sub Source, the result would be 5 - 3 + 20, resulting in 22. If both were changed to Sub Source, the result would be - 5 - 3 + 20, resulting in 12.

Add Hitslink

Adds the hit count for the current condition to the next achievement condition. The total hit count will be used when determining if the target hit count for the next non-Add Hits condition is met. If the next non-Add Hits condition does not have a hit target, the Add Hits condition has no effect on the achievement.

All fields are supported on an Add Hits condition. If the condition is met, the hit count for the condition is incremented (and will stop incrementing if a target hit count is specified).

The Add Hits condition does not have to be true for the achievement to trigger. The next non-Add Hits condition does, which is affected by the Add Hits condition.

Combining Special Flagslink

Coming in 0.73

ResetIf and PauseIf can be applied to a condition following any number of Add Hits, Add Source, or Sub Source conditions.

Going back to the example above, if ResetIf were applied to condition 3, the achievement would reset because 5 + 3 + 20 > 20.

Alt Groupslink

Achievements can have groups added to them that can act as alternative requirements to unlock an achievement. These are called Alt Groups.

One extremely important thing to note: For an achievement to unlock it must have it's Core group AND at least one Alt group be true. If there are no Alt groups present, then only the Core group's conditions need to be true.

Tip: Because the Core group always need to be active, typically you would put conditions there that is common among all the alternative requirements. However, one trick you can use to basically ignore needing a Core group is to give it a condition that is always true such as:

Mem 0x0001 = Mem 0x0001

Since the Core group is now always true, and you can now focus on differentiating the Alt groups.