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website and get a credential file + compile mod they add to their emulated |
SD card, or their real SD card if they use custom firmware on a switch, and |
a custom server would treat them both the same. |
Custom servers also have to convince the official client it is legitimate. |
All GetUser requests that refer to the current user have to send the same |
PID as the user's device ID. But we've already established Ryujinx sends the |
same constant for everyone. So to prevent a crash that PID has to be swapped |
with `0xcafe`. Another example is GetEndlessModePlayInfo (method 115). This |
method is constantly called while in a playthrough of the endless gamemode, |
and it is expected to return up to date info about all active endless runs. |
Included is all the courses that have been cleared. So calls to |
StartEndlessModeCourse, DominateEndlessModeCourse (completing), |
PassEndlessModeCourse (skipping), SuspendEndlessMode (exiting) and |
FinishEndlessMode (game over) need to record the new status of the endless |
run or the client will behave strangely. Number of coins, remaining lives |
and other variables must also be kept up-to-date. |
Another problem is that the official client only sends a fixed set of |
requests. All the server has to work with is what is sent by the client |
whenever it wants to send it. Some information we'd like to track, like |
replays of every run, isn't sent by the client. StartEndlessModeCourse |
(method 110), for example, is the only way the custom server knows if you've |
died in a course during an endless playthrough. The same course can only be |
started again if the player dies or starts over, which is a death in-game. |
Once we have a custom server we can begin playing with the client as a form |
of modding. A popular challenge in SMM2 is IronBROS: completing 50 levels in |
endless normal (a difficulty) without dying. Can we enforce the no-death |
requirement on the server? What we found is we couldn't, the server has no |
power to end an endless attempt. Courses are largely completed offline and |
stats on the completion sent to the server afterwards, so variables like |
number of deaths is tracked clientside. But with a clientside mod, which we |
already have to redirect requests to our custom server, we can add our own |
functionality. |
Something I tried and found success with was a webassembly binary, |
uploadable on our website, that would be associated with a level. The |
clientside mod would hook a function into a function called at course start |
that would download this webassembly and execute it, with a similar hook to |
revert the changes. With this courses could have custom mods, like changing |
gravity or a different player scale. |
Once we own the server we can also begin to see what information is sent by |
the official client but locked away forever on the official servers with no |
way to query. We knew about the Ninji replay because the official client |
queries it to represent it in-game. We also know how to parse it [37]. This |
replay stores the position of the player during the run every 4 frames and |
in what animation state they were in, so it only exists to play that run |
back. There had always been theories of another replay: input replays. |
Those replays were likely analyzed to ban players hacking during a run, like |
setting the coordinates of the player to the flagpole at the beginning of |
the run. We confirmed this did happen: when uploading a course and when |
getting a world record on an online course. PreparePostRelationObject |
(method 132) is responsible for handling a number of binary blobs posted to |
the server, like the thumbnails of uploaded courses and ninji replays, but |
enum value 5 (upload) and 6 (wr) correspond to these hypothesized input |
replays. And this method is always called shortly before PostPlayResult |
(method 96), which is responsible for updating statistics about a course |
when a player completes it or dies. After some work I found it was truly an |
input replay, just like a Tool Assisted Speedrun, that Nintendo could play |
back themselves with a debug client to verify runs [38]. |
With time this custom server, called OpenCourseWorld [39], became a haven |
for creators of "troll" courses, or courses with exploits. With our blanket |
policy of no course deletions, our server is now an effective archive for |
courses that still want to played by players but do not want to risk the |
closing of the feed. |
--< 7. A New Era in SMM2 |
The public API, and the technical research following it, has changed how |
players engage with this game left behind by Nintendo. Streamers use course |
viewers, primarily one developed by Wizulus [40], to vet what users send |
and to skip tiring "little timmy" levels in endless mode. A search engine |
for courses, one of those removed features from SMM1, has been created by |
regularly topping off a local archive of courses collected from |
SearchCoursesLatest and GetCourses, enabling players to find whatever the |
in-game filter makes needlessly tedious to find [41]. Teams of players who |
had labored by hand searching for particular kinds of levels no longer need |
to do so, like the 0% team [42], who used the scrape to get an up to date |
list of uncleared levels and boost the team forwards. |
Now the game is in a data oriented future. Not hindered by the strict rules |
of the feed from Nintendo, players have the freedom to choose new ways to |
play. A custom client has entirely transformed this scene. |
--< 8. A Bitter Reminder |
So what is there to do when the hardware operating the public API, by which |
everything else mentioned operates, gets banned? Then our reliance on this |
fragile feed, and my loyalty to this kind of work, gets tested. |
I know what it feels like because it's happened twice. The first time was |
immediately after the scrape in 2022, likely due to test requests I made to |
implement new methods. The second time was 2025, as the result of large |
scale DAuth changes from system version 20.0.0. Both times I had to buy new |
hardware, with the implicit reminder that it was another potential sacrifice |
to keep this experience going for all of the players of my favorite game. |
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