text stringlengths 0 1.99k |
|---|
00000070 | 00 00 32 00 00 00 01 01 00 00 00 02 01 00 00 00 |
Versus Won Versus Lost Versus Win Streak |
|-----------| |-----------| |-----------| |
----------------------------------------------- |
00000080 | 03 01 00 00 00 04 00 00 00 00 05 01 00 00 00 06 |
Versus Lose Streak Versus Disconnects Versus Kills |
|-----------| |-----------| |-----------| |-- |
----------------------------------------------- |
00000090 | 00 00 00 00 07 00 00 00 00 08 00 00 00 00 09 00 |
Versus Killed By Others COOP Plays COOP Clears |
--------| |-----------| |-----------| |----- |
----------------------------------------------- |
000000a0 | 00 00 00 0A 00 00 00 00 0B 00 00 00 00 0C FA 05 |
"Recent Performance" |
-----| |
-----------------------------------| |
000000b0 | 00 00 0D 4A 01 00 00 0E 5D 8D 5B 00 00 00 00 00 |
|-------- |
000000c0 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 42 |
Time Last Uploaded Level |
--------------| |
000000d0 | C8 1E 00 00 00 00 00 09 00 00 00 00 00 00 42 C8 |
000000e0 | 1E 00 00 00 01 00 00 00 00 00 00 01 01 00 00 00 |
000000f0 | 01 00 69 00 |
*Protocol ID: Most significant bit indicates direction |
(1: client -> server, 0: server -> client) |
*Method ID: Most significant bit indicates direction |
(0: client -> server, 1: server -> client) |
As the packet header for NEX PRUDP Lite (the protocol version used on the |
Switch) is consistent and the payload formatting uses the well documented |
protocol buffer format the process for documenting new methods becomes easy; |
Using Charles Proxy, with SSL certificates dumped from the hardware, and |
filtering on the host `g22306d00-lp1.s.n.srv.nintendo.net` (where `22306d00` |
is the server ID for SMM2), you can save the websocket messages to a |
directory and open them in a hex editor, checking for the Protocol and |
Method IDs. |
--< 3. Opening A Public API |
Starting a custom client [32] project requires a few difficult questions to |
be answered. For example: How many years do you plan on keeping it up to |
date with the parent service? Are you willing to put your own credentials at |
risk, especially if they cost money? How should you limit requests so that |
the parent service cannot detect your activity? Should you limit access to |
some endpoints to reduce bad behavior? Should you go open source? Is anyone |
interested? Some of these I knew the answer to on release. Others? I learned |
the hard way. |
The first question I asked was cost. At the time I had begun to shift |
towards PC games, so I had no qualms about putting my console at risk. The |
second, more important, question for me was whether people would use it. I'm |
a hacker, so the answer always starts with "Doesn't matter" but more |
seriously I had a vague idea of just how much work I was getting myself into. |
I had little idea what was coming. |
This period of development was also exciting, as I would expose undocumented |
fields and players in the community would make changes to a course or a user |
account, observing how those undocumented fields changed. This collaborative |
process led to the discovery of data that we did not expect the game even |
tracked or had no in-game interface for displaying. Had I been forced to |
find these unknown fields myself the API would have taken weeks of further |
development. |
Finally, the API is a perfect example of bringing the feed back to the |
people. The feed really is ours: we created the content in it! From the |
course files to comments to ninji events; having access to this data gives |
the players back some of what they put in, as well as letting the scene |
understand our game as a whole. |
--< 4. The Scene Adapts |
The initial release was surprising, in the sense that the usecase I expected |
did not immediately materialize. I expected methods like user, course, |
leaderboard queries to be performed. I expected streamers to use OCR on |
capture card output to automatically bring up information about the course |
they were playing. Custom clients, however, enable entirely new things. |
In the Ninji gamemode, where players race on courses for a week and the |
leaderboard is closed, there is no way to get the rank of other players. As |
such, players had been dependent on reporting their ranks in a centralized |
location, or checking for new posts on Twitter. But, really, there is no way |
to get the rank of other players in-game. |
GetEventCourseGhost (method 157) is intended to return a list of replays, or |
ghosts as they are named internally, that move alongside you when you play. |
Up to 20 can be requested that are approximately centered around a given |
time in milliseconds (intended in-game to be your current personal best). |
The key detail here is the given time. If enough requests are made with |
randomized durations between 0 and 500 seconds eventually subsequent calls |
will only return duplicate entries. |
The number of unique players in in any given event (as faster times replace) |
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