Homebrew Question Trouble building for Swich with Unity3D

Manurocker95

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Good. He did it.

Min 21



Here trying to solve the errors.


I don't have those errors even on 2019.3.3f1, so I really think there's something wrong with the SDK/plugin. I see that videos are from august, I guess at that time it was harder to get the leaks working
 
Last edited by Manurocker95,

ZachyCatGames

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2. Yes. You only need to decrypt the nsp with sdk tools (you need the dev keys) and rebuild it for retail keys.
It’s not always that simple. Debug builds may require services only present on dev firmware, and no, the sysmodules that host those services cannot be easily installed on retail.
The latest SDK tools also require a firmware newer than what’s currently available on retail.
Also good luck getting the keys :P. Nothing beyond 05 are public to my knowledge, here’re some hashes to help ig

sha256(master_key_00) = 779dd8b533a2fb670f27b308cb8d0151c4a107568b817429172b7f80aa592c25
sha256(master_key_01) = 0175c8bc49771576f75527be719098db4ebaf77707206749415663aa3a9ea9cc
sha256(master_key_02) = 4f0b4d724e5a8787268157c7ce0767c26d2e2021832aa7020f306d6e260eea42
sha256(master_key_03) = 7b5a29586c1f84f66fbfabb94518fc45408bb8e5445253d063dda7cfef2a818c
sha256(master_key_04) = 87a61dbb05a8755de7fe069562aab38ebfb266c9eb835f09fa62dacc89c98341
sha256(master_key_05) = eadcd33e39c26f32490781c12cb1add5401d5982a0beb0350ffb163c79aef770
sha256(master_key_06) = bd335fba25195b64dcd176f0c4c612b383bc790dc5b02bf9dcf6c83291aa91f4
sha256(master_key_07) = 86e36d88a623aa424e95f153e823d41aeb6955735219d580715f3cb9a183763a
sha256(master_key_08) = 510c90b261338f220b4799295e279683e3a3ce228f194f84674b6ff19649fecd
sha256(master_key_09) = df214e0d0a99be19c9c8c9bad4194935dabfabd2dc8c180ee8795a391535e34f
sha256(master_key_0a) = c77ac8624e18372a7b231f0f2f6cd07624cef9f5e877fa66126c8bf06b54fdea

sha256(master_kek_0a) = 51d44a5bf31f78ff50d796360d182025aa83b789fefbfd8e1bc0f5e8291c2091

sha256(tsec_root_key_02) = 2a5d9f482b5cb66ebc0308b4668c08f8a5437b146bebc68d608e657cd200cfb3
edit: actually add hashes because this thing is retarded
 
Last edited by ZachyCatGames,

Manurocker95

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It’s not always that simple. Debug builds may require services only present on dev firmware, and no, the sysmodules that host those services cannot be easily installed on retail.
The latest SDK tools also require a firmware newer than what’s currently available on retail.
Also good luck getting the keys :P. Nothing beyond 05 are public to my knowledge, here’re some hashes to help ig

sha256(master_key_00) = 779dd8b533a2fb670f27b308cb8d0151c4a107568b817429172b7f80aa592c25
sha256(master_key_01) = 0175c8bc49771576f75527be719098db4ebaf77707206749415663aa3a9ea9cc
sha256(master_key_02) = 4f0b4d724e5a8787268157c7ce0767c26d2e2021832aa7020f306d6e260eea42
sha256(master_key_03) = 7b5a29586c1f84f66fbfabb94518fc45408bb8e5445253d063dda7cfef2a818c
sha256(master_key_04) = 87a61dbb05a8755de7fe069562aab38ebfb266c9eb835f09fa62dacc89c98341
sha256(master_key_05) = eadcd33e39c26f32490781c12cb1add5401d5982a0beb0350ffb163c79aef770
sha256(master_key_06) = bd335fba25195b64dcd176f0c4c612b383bc790dc5b02bf9dcf6c83291aa91f4
sha256(master_key_07) = 86e36d88a623aa424e95f153e823d41aeb6955735219d580715f3cb9a183763a
sha256(master_key_08) = 510c90b261338f220b4799295e279683e3a3ce228f194f84674b6ff19649fecd
sha256(master_key_09) = df214e0d0a99be19c9c8c9bad4194935dabfabd2dc8c180ee8795a391535e34f
sha256(master_key_0a) = c77ac8624e18372a7b231f0f2f6cd07624cef9f5e877fa66126c8bf06b54fdea

sha256(master_kek_0a) = 51d44a5bf31f78ff50d796360d182025aa83b789fefbfd8e1bc0f5e8291c2091

sha256(tsec_root_key_02) = 2a5d9f482b5cb66ebc0308b4668c08f8a5437b146bebc68d608e657cd200cfb3
edit: actually add hashes because this thing is retarded

I didn't play so much with everything that comes with the SDK but I tested motion controls, infrared stuff, joycons, local multiplayer... and everything worked out of the box. It was just compile>decrypt>build> play. Hm, I only have 9.4 SDK (not 10.0) so that's maybe the reason why.
 

Imancol

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I don't have those errors even on 2019.3.3f1, so I really think there's something wrong with the SDK/plugin. I see that videos are from august, I guess at that time it was harder to get the leaks working
Try to find the video where he said he had to modify the SDK to skip many checks (usually to authenticate the compilation as well as the SDK). But of course the SDK is not complete, due to the fact that the one who filtered it removed all the unique records from the developer who acquired it to avoid problems ...
So if it is possible to compile, you just have to skip many checks, modify the SDK code. But in the end you will have an unsigned NSP having to activate in Tinfoil install unsigned games.
 

Imancol

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the funny part is that, to my knowledge, there’re exactly zero account/user unique files in the SDK itself
Because the SDK has much more tracking than the Nintendo Switch itself. Nintendo knows, for each developer, how many compilations it makes, what failures it presents, how many resources it uses, etc, etc, etc ... in addition to the end, the NSP has tracking and adjustment data that Nintendo observes and modifies before publishing in its Store ... is the same as Unity, which knows when your game reaches 10,000 users and forces you to pay to use its Engine. Of course, in this type of case it is fair.
 

ZachyCatGames

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Because the SDK has much more tracking than the Nintendo Switch itself. Nintendo knows, for each developer, how many compilations it makes, what failures it presents, how many resources it uses, etc, etc, etc ... in addition to the end, the NSP has tracking and adjustment data that Nintendo observes and modifies before publishing in its Store ... is the same as Unity, which knows when your game reaches 10,000 users and forces you to pay to use its Engine. Of course, in this type of case it is fair.
Telemetry is gathered based on the account you sign into shit with (information for which is stored somewhere completely separate). The SDK itself has absolutely nothing. Two completely different devs can download the SDK and the zip file they would both get would be 100% identical.
 

lyokohack

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many thanks for your help

1- I want to know does the consoles patched have no luck for Unity, will it happen in the future?

2- So tell me the solution for the console not patched ,
if I have to change this console in the future ? and how to put this system in place?

Edit = if it really is there is no chance for .NSP unity3D I have to change this console (JI want this console to have this because it is the let's go Pikachu bundle)

because I have heard that normal nsp works, and I also think that hombrew also works, but I heard that "hombrew" is to risk for console patched

I await your repence because i have to make my decision for this console
 
Last edited by lyokohack,

ZachyCatGames

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many thanks for your help

1- I want to know does the consoles patched have no luck for Unity, will it happen in the future?

2- So tell me the solution for the console not patched ,
if I have to change this console in the future ? and how to put this system in place?

Edit = if it really is there is no chance for .NSP unity3D I have to change this console (JI want this console to have this because it is the let's go Pikachu bundle)

because I have heard that normal nsp works, and I also think that hombrew also works, but I heard that "hombrew" is to risk for console patched

I await your repence because i have to make my decision for this console
Installing titles built with Unity for Switch requires a dev unit, or some way of installing unofficial content on retail system (which generally requires CFW, also note: you won't have a bunch of debugging features).
If your patched console is on 4.1.0 or lower, you can run CFW, if it's on 7.0.1 or lower you'll be able to use CFW in the future, if it's on 8.0.x you'll likely be able to downgrade to 7.0.1 in the future. But anything above 8.0.1 is fucked and will never get CFW without hardware modifications.
 

lyokohack

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thank you very much for your help


1- for what is for my console, is on Frimware "5.1.0"

the question is this can i downgrade to 4.1.0? to activate the current hack?

they offered to display the fuses on my console with hecate, but I don't know how it works? for downgrade?

2- what concerns Unity NSP I want to use the non method which depends on the hardware

if I manage to compile the NSP and I put it on this patched console which has cfw does it work directly or do I have to decrypt this NSP for it to work?
 
Last edited by lyokohack,

ZachyCatGames

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thank you very much for your help


1- for what is for my console, is on Frimware "5.1.0"

the question is this can i downgrade to 4.1.0? to activate the current hack?

they offered to display the fuses on my console with hecate, but I don't know how it works? for downgrade?

2- what concerns Unity NSP I want to use the non method which depends on the hardware

if I manage to compile the NSP and I put it on this patched console which has cfw does it work directly or do I have to decrypt this NSP for it to work?
5.1.0 cannot downgrade to 4.1.0. But you'll eventually get hax sometime in the future.
They offered to display fuse count in hekate? You sure it's patched then, doing that requires an unpatched console if not on a hackable firmware.

You'd need to re-encrypt the header and key area in the NCAs for it to work, it wouldn't Just Work(tm)
 

lyokohack

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thank you very much for your help

1- or I must follow thes news development of this hack for switch patched "5.1.0"

"They proposed to display the number of fuses in hekate" this is what happens in this subject

https://gbatemp.net/threads/nintendo-switch-pokemon-lets-go-hack.555506/page-2

i know my conole is pacher in for 2 reason

1) I checked his serial number on the net

2) I tried to inject the payload but black screen and this message has it

Code:
Preset "PAYLOAD_FILE" set to : C:\Users\user\Desktop\Nouveau dossier (2)\pc\hekate_ctcaer_5.1.1.bin
Invoking TegraRcmSmash.exe with args : "C:\Users\user\Desktop\Nouveau dossier (2)\pc\hekate_ctcaer_5.1.1.bin"
TegraRcmSmash (32bit) 1.2.1-3 by rajkosto
Opened USB device path \\?\usb#vid_0955&pid_7321#6&19f91e25&0&1#{aa0dbd45-3117-f331-5c49-76bf65225042}
RCM Device with id 8081FF0A0000001C0095446401101062 initialized successfully!
Uploading payload (mezzo size: 92, user size: 125935, total size: 192151, total padded size: 192512)...
Smashing the stack!
Smashed the stack with a 0x0000 byte SETUP request!
Payload successfully injected
RCM device disconnected

if you have anything to add for this hack

2- will you be able to quote me the tools to re-encrypt the header and the key zone in the NCA, and a tutorial

3- I still ask my question Is what consoles patched can install nsp , or work directly or more Unity under cfw, is there less debugging than console non patched ?
 
Last edited by lyokohack,

Imancol

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thank you very much for your help

1- or I must follow thes news development of this hack for switch patched "5.1.0"

"They proposed to display the number of fuses in hekate" this is what happens in this subject

https://gbatemp.net/threads/nintendo-switch-pokemon-lets-go-hack.555506/page-2

i know my conole is pacher in for 2 reason

1) I checked his serial number on the net

2) I tried to inject the payload but black screen and this message has it

Code:
Preset "PAYLOAD_FILE" set to : C:\Users\user\Desktop\Nouveau dossier (2)\pc\hekate_ctcaer_5.1.1.bin
Invoking TegraRcmSmash.exe with args : "C:\Users\user\Desktop\Nouveau dossier (2)\pc\hekate_ctcaer_5.1.1.bin"
TegraRcmSmash (32bit) 1.2.1-3 by rajkosto
Opened USB device path \\?\usb#vid_0955&pid_7321#6&19f91e25&0&1#{aa0dbd45-3117-f331-5c49-76bf65225042}
RCM Device with id 8081FF0A0000001C0095446401101062 initialized successfully!
Uploading payload (mezzo size: 92, user size: 125935, total size: 192151, total padded size: 192512)...
Smashing the stack!
Smashed the stack with a 0x0000 byte SETUP request!
Payload successfully injected
RCM device disconnected

if you have anything to add for this hack

2- will you be able to quote me the tools to re-encrypt the header and the key zone in the NCA, and a tutorial

3- I still ask my question Is what consoles patched can install nsp , or work directly or more Unity under cfw, is there less debugging than console non patched ?
An alternative compiler could be used, such as Devkitpro. In fact they have done it before, for 3DS.

https://gbatemp.net/threads/release...3ds-compiler-very-basic-at-the-moment.405713/

It will have its limitations, but it is functional. The only bad thing is that nobody has implemented it for Nintendo Switch, until now.
 

masagrator

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An alternative compiler could be used, such as Devkitpro. In fact they have done it before, for 3DS.

https://gbatemp.net/threads/release...3ds-compiler-very-basic-at-the-moment.405713/

It will have its limitations, but it is functional. The only bad thing is that nobody has implemented it for Nintendo Switch, until now.
Issue is that Unity for 3DS is practically available for everyone. Just sign to Nintendo Developer site and you have instant Access to Unity for 3DS and WiiU. For Switch you need to pass special criteria, so building solution for Unity clearly will be only for people that have leaked Unity packages with Switch support.
 
Last edited by masagrator,

Manurocker95

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Issue is that Unity for 3DS is practically available for everyone. Just sign to Nintendo Developer site and you have instant Access to Unity for 3DS and WiiU. For Switch you need to pass special criteria, so building solution for Unity clearly will be only for people that have leaked Unity packages with Switch support.

if someone gets the leaked sdk, he can easily unpack and repack for retail keys
 

Imancol

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An alternative compiler could be used, such as Devkitpro. In fact they have done it before, for 3DS.

https://gbatemp.net/threads/release...3ds-compiler-very-basic-at-the-moment.405713/

It will have its limitations, but it is functional. The only bad thing is that nobody has implemented it for Nintendo Switch, until now.
Never mention that you need the SDK. As I say again, you don't need 3DS SDK or even Switch as DevKitPro is cross-platform. Currently it only compiles in .nro, but someone has managed in 3DS, so that it compiles in .cia, apart from adding a UnityPackage that imports the project to compile it later in DevKitPro. So if a UnityPackage were to be made that would compile Unity assets as .nca patches they would then be packaged as NSP (although DevKitPro does not do that, officially. But third party packagers could be used). End of story.
 

Manurocker95

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Never mention that you need the SDK. As I say again, you don't need 3DS SDK or even Switch as DevKitPro is cross-platform. Currently it only compiles in .nro, but someone has managed in 3DS, so that it compiles in .cia, apart from adding a UnityPackage that imports the project to compile it later in DevKitPro. So if a UnityPackage were to be made that would compile Unity assets as .nca patches they would then be packaged as NSP (although DevKitPro does not do that, officially. But third party packagers could be used). End of story.
Well, good luck using devkitpro compiler with unity (which usually even have problems with the sdk and il2cpp) xD
 

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