Exactly: Nintendo will be unable to tell who is the original owner. Is it the one who first got onilne? And what if he just rented it?
And what if a certificate generator will be made one day? The first one might be a pirate and the second one could be a retail customer and he'll see himself getting banned for no reason.
I'd love to see someone try this out and see if it works (spoilers: it will almost certainly will, although for how long, that we cannot tell)
EDIT: by "this" I mean putting the ID back instead of a blank one.
While that may be true, with technological improvements also come encryption and cipher strength improvements. Currently 4096-bit encryption is one of the higher chains, but as compute power becomes stronger it will open up for much higher encryption availability because CPU's will be able to decrypt the data, or transfer the encrypted data at a higher efficiency.
I have made my own .xci dump of Ultra Street Fighter 2 The Final Challangers.
I checked beforehand if online is working when the cart is inserted and used, it does. If I use TX to load the .xci (without the legit cart inserted obviously) it will not let me play online. I have also tried inserting my own cert into BBB backups, which resulted in the same error.
I have made my own .xci dump of Ultra Street Fighter 2 The Final Challangers.
I checked beforehand if online is working when the cart is inserted and used, it does. If I use TX to load the .xci (without the legit cart inserted obviously) it will not let me play online. I have also tried inserting my own cert into BBB backups, which resulted in the same error.
Has anyone considered, that TX has maybe implementet a "safety" feature that prevents loaded Games to communicate with Nintys Online Gaming servers?Thanks for trying this out, this is most interesting.
So it looks like the issue does not reside with the certificate or the dumps, but in SX OS itself and how it communicates with the Nintendo servers.
Has anyone considered, that TX has maybe implementet a "safety" feature that prevents loaded Games to communicate with Nintys Online Gaming servers?
Interesting, so backups do not work online without the cart inserted. I wonder if this was done intentionally by TX.I have made my own .xci dump of Ultra Street Fighter 2 The Final Challangers.
I checked beforehand if online is working when the cart is inserted and used, it does. If I use TX to load the .xci (without the legit cart inserted obviously) it will not let me play online. I have also tried inserting my own cert into BBB backups, which resulted in the same error.
It doesn't make much sense to cripple your own software to me, but, yeah, this could be a possibility.
EDIT: actually, no, because people have been updating their games using SX OS, so it would mean that they are able to block only the multiplayer servers and I'm not even sure if they are on the same machine with the game patches.
EDIT 2: another interesting point could be that the software used to make dumps isn't 100% accurate and can't make a proper 1:1 dump of the game card.
I anunaki flavour fart in your general direction.Are you trying to tell everyone that there are over 150 games for Switch worth playing?
Or could it possibly be the already documented anti-piracy techniques that Nintendo implemented? :thinking:
https://gbatemp.net/threads/psa-str...es-implemented-by-nintendo-for-online.507826/
1. Your console gets a device authorization token from dauth for the aauth client ID.
2. Your console retrieves its certification to play the title it's trying to connect online with, and sends that to aauth.
- If you are playing a gamecard, your certification is your gamecard's unique certificate. This is signed by Nintendo using RSA-2048-PCKS#1 at the time your gamecard is written, and contains encrypted information about your gamecard (this includes what game is on the gamecard, among other, unknown details).
- In the gamecard case, the data uploaded to aauth is "application_id=%016llx&application_version=%08x&device_auth_token=%.*s&media_type=GAMECARD&cert=%.*s", formatted with the title ID for the game being played, the version of the game being played, the token retrieved from dauth, and the gamecard's certificate (retrieved from FS via the "GetGameCardDeviceCertificate" command), formatted as url-safe base64.
- This code lives at .text+0x7DE1C for 5.0.0 account.
Is it safe to play online with own created backups, so the created xci file is unique?
Which is a very detailed guideline (which you've clearly not read/understood) on how authentication works.
Everything right now is revolving around the point 4, we have an authentic certificate and yet our authentication gets rejected (after being initially accepted!!! Which means that SX OS *is* somehow transparent to the Nintendo Servers, as we're able to download content, even game updates, from it), so there's something missing in the process to create a proper token.
No, I did read and understood the majority of the post. We don't yet understand what SX OS is doing under the covers to load the game. Any one of the parameters could be off, causing Nintendo's servers to reject online access. What would be interesting is if he sniffed the traffic from his switch to determine if the parameters are behaving as expected when booting through the cart or through SX OS.
For all we know, SX OS could be booting the game as a "digital" game, and since he dumped a cart game, Nintendo rejects it.