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The next step is OAuth authorization with your Nintendo Account. From here |
all requests require a client certificate, so a ban on a Nintendo Account |
can be associated with any hardware that logs in with that account. |
Next AAuth, or Application Authorization, is performed to ensure the console |
actually owns the game whose online services is being connected to. Using a |
client ID from DAuth a certificate is send to the `/application_auth_token` |
endpoint. There are two possible cases: |
Gamecards: `application_id=%016llx&application_version=%08x |
&device_auth_token=%.*s&media_type=GAMECARD&cert=%.*s`, where `cert` is |
retrieved using `GetGameCardCertificate` on the console [14]. That |
certificate is signed at manufacture using a Nintendo-known private key |
with RSA-2048. |
Digital games: `application_id=%016llx&application_version=%08x |
&device_auth_token=%.*s&media_type=DIGITAL&cert=%.*s&cert_key=%.*s`. Digital |
game "tickets" contain the Title ID of the game, Device ID of the hardware |
and the Nintendo Account ID that purchased it. Once again the ticket is |
signed at purchase using a Nintendo-known private key with RSA-2048. |
Finally, for us, BAAS is performed to ensure the console has an active |
Nintendo Switch Online subscription. `id=%016x&password=%s&appAuthNToken=%s` |
is posted to `/1.0.0/login` [15] where the `id` and `password` are located |
in system save 8000000000000010 (Account) [16] and `appAuthNToken` is the |
token returned from AAuth. The returned ID Token, as well as the 16 hex |
digit user ID, is the final set of data used for authentication to the game |
server directly. Both the DAuth and ID token have an expiration which |
requires periodic reauthentication. |
While some of these endpoints have changed since the release of the Nintendo |
Switch in 2017, the set of data needed to forge console requests has stayed |
the same: |
* Unbanned and hacked hardware |
* Purchased game |
* Active Nintendo Switch Online subscription |
--< 2. NEX |
At this point the Nintendo Switch no longer has a console-wide network |
protocol. Luckily, however, most games on the Switch [17] use a protocol |
released for the 3DS based on the licensed protocol Quazal Rendez-Vous [18]. |
The protocol, named NEX, operates off of a number of "protocols" which each |
contain a number of methods. While Quazal Rendez-Vous provides a set of |
common protocols that are shared between all games, and even some Ubisoft |
games, the protocols with the relevant ability to query data are all custom |
to Nintendo [19]. |
The protocol in use by my custom client is ID 115, or DataStore. This |
protocol is largely about uploading, modifying and querying objects |
(binaries), with some metadata as well as authorization checks [20]. Super |
Mario Maker 2 adds many additional methods that return packed protobufs in |
little endian. |
Example GetUsers (method 48) request: |
CLIENT -> SERVER: |
Packet Size Message Size |
|-----| |-----------| |
00000000 | 80 00 22 00 AA 1E 02 00 62 00 1B 00 1E 00 00 00 |
Protocol ID* Method ID* Payload Size |
|--| |-----------| |-----------|----- |
00000010 | F3 26 00 00 00 30 00 00 00 00 10 00 00 00 01 00 |
Number Packed PIDs Option |
-----|-----------------------|-----------| |
00000020 | 00 00 C6 BC A1 BA BD 82 50 EC 10 20 00 00 |
SERVER -> CLIENT: |
Packet Size Message Size |
|-----| |-----------| |
00000000 | 80 00 E8 00 AA 02 1E 00 62 00 22 00 E4 00 00 00 |
Protocol ID* Method ID* Number |
|--| |-----------|-----------| |
00000010 | 73 01 26 00 00 00 30 80 00 00 01 00 00 00 03 C9 |
User PID User Code |
|-----------------------|-------------- |
00000020 | 00 00 00 C6 BC A1 BA BD 82 50 EC 0A 00 36 47 53 |
Name |
--------------------|-------------------------- |
00000030 | 38 39 50 59 33 47 00 08 00 67 6F 6C 64 65 79 32 |
--| |
00000040 | 00 00 08 00 00 00 FF FF FF FF FF FF FF FF 00 00 |
Country Region Last Active |
|--------------|--|-----------------------| |
00000050 | 03 00 55 53 00 01 22 55 32 9D 1F 00 00 00 00 00 |
| |-------- |
00000060 | 00 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 |
Versus Rating Versus Rank Versus Plays |
|-----------| |-----------| |-----------| |
Multiplayer stats |
----------------------------------------------- |
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