[Release] AmiiboGen - Bulk Serial Changer

Discussion in 'Wii U - Homebrew' started by Sonicos, Apr 1, 2017.

  1. Sonicos
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    Sonicos Newbie

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    AmiiboGen v0.1.0

    What it is:
    This is a C# application that will efficiently bulk create as many uniquely serial'd Amiibo BIN files as you'd like. It supports wildcard input for processing multiple tags at once.

    Why it was made:
    Some games (including Breath of the Wild) allow you to use Amiibo's for in game benefits, but will place a restriction on how many times you can use it in a given period of time. The way around that is to change the serial number of the Amiibo, so that the game sees it as unique, and therefore allow you to use the same Amiibo (albeit with a different ID) without the aforementioned restriction.

    How to use it:
    You'll need to download the attached .zip file and extract the contents. You'll need to place key_retail.bin (not included for legal reasons) in the folder as well. If you don't know where to find this file, Google can help you find it.

    Command Line Usage:

    AmiiboGen.exe -i <input> -o <output> -c <count> -d -s -p

    Options:
    -i FILE, --input=FILE Required. Input file or wildcard
    -o FILE, --output=FILE Output file prefix (or folder for wildcard). Default uses current filename/folder
    -c INT, --count=INT (Default: 1) Number of generated tags per Amiibo
    -d, --own-directory Creates a sub-directory for each Amiibo
    -s, --standardize Standardize output filename based on Amiibo Data
    -p, --set-prefix Prefix the filename with the Set 'Shortname' (requires -s to have effect)
    --help Display the help screen.

    Examples:
    AmiiboGen.exe -i myAmiibo.bin
    Produces myAmiibo_99B2D583303381.bin in the working directory

    AmiiboGen.exe -i Sheik.bin -s -p
    Produces [SSB]_Shiek_4DE1A40ADFBB08.bin in the working directory

    AmiiboGen.exe -i ZeldaFile.bin -s -d
    Produces Zelda_BotW_937D32795962CC.bin in the subfolder Zelda_BotW

    AmiiboGen.exe -i *.bin -o generated -s -d -c 50
    Produces 50 uniquely ID'd bin files, prefixed and standardized, each in thier own subfolder, all under the subfolder Generated

    How to make changes to it:
    You can view/download the source for this project at https://github.com/sonicos/AmiiboGen

    NOTICE: You'll only benefit from this tool if you have an Amiiqo/PowerTag/NaMiiMo/etc type devices, and I'm not responsible if you break it.

    Changelog:
    0.1.0 - 4/1/2017 (No this is not an April Fools thing)
    Initial Release

    Mods: If this is in the wrong place, please feel free to move/delete as necessary.
     

    Attached Files:

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  2. lordelan

    lordelan GBAtemp Advanced Maniac

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    Cool but to my suprise I figured out it works with the exact same BIN flashed to two different NTAGs although I don't know why it works.
    I flashed all Zelda related Amiibo BINs to NTAGs. That's what I did on 2017/3/3.
    Later I ordered some more NTAGs to flash them for a friend as well. After they arrived I did a test.
    I scanned my 8 Bit Link (30th Anni Edition) and it worked. I scanned it again and it didn't work (obviously because it was the same day). I scanned the 8 Bit Link that I flashed for my friend and ... it worked.
    Anyone else did some tests?
     
  3. DarkIrata

    DarkIrata GBAtemp Fan

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    Nice. Another tool, but at least mostly clean.

    Why the need of "BouncyCastle.Crypto.dll"?
     
  4. Sonicos
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    Sonicos Newbie

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    BouncyCastle is used by the libamiibo library which is where most of the actual heavy lifting is done
     
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  5. xtheman

    xtheman GBAtemp Guru

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    afaik, the limit is in the save game, not the amiibo.
    I can scan my legit Link Archer on both botw switch and wii u fine
     
  6. lordelan

    lordelan GBAtemp Advanced Maniac

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    You missed the point.
    Of course an Archer Link is working on Switch and Wii U.
    But until you don't reload your savegame it only works once a day on one console.
    And here comes the plot twist: If you duplicate your Archer Link (flashing the BIN to another blank NTAG215 with TagMo) both work on the same console inside the same savegame without reloading it. That's what worked for me.
    In other words: If I "waste" 10 blank NTAG215 for the Ocarina of Time Link from the 30th Anniversary Edition I could possibly get the full OoT armor set within 2 minutes on my Wii U without reloading.
     
  7. Sonicos
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    Sonicos Newbie

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    If I'm reading this right, you're saying that you can use one of the duplicated flashed tags on Zelda without restriction. Is that what you are stating? If so, that is an awesome side effect that I was unaware of. Feel free to do further testing. Perhaps video of you using the same tag repeatedly
     
  8. lordelan

    lordelan GBAtemp Advanced Maniac

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    I already gave the TAGs away to my friend but when we meet again I'll test it on his Switch.
     
  9. nexusmtz

    nexusmtz GBAtemp Maniac

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    It works because you're not flashing exactly what is in the bin. Every real NTAG215 already has a unique serial and the bin's data is repacked and encrypted reflecting that new serial before it's written. That's why the OP says:
    (The emulator devices use the bin as-is, including the serial that's in it, so for those you need multiple bins to get multiple serials.)
    No, he said he can make ten copies and use all ten. (But all ten of them would still be subject to the single-use-per-day restriction.)
     
    Last edited by nexusmtz, Apr 4, 2017
  10. lordelan

    lordelan GBAtemp Advanced Maniac

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    Ah very useful post, thanks. Now I understand why it worked for me. :)
    Interesting fact for anyone I guess. :)