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281 bytes added ,  21:48, 21 February 2023
→‎SpotPass usage: Expand SpotPass information
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== [[SpotPass]] usage ==
 
== [[SpotPass]] usage ==
Currently, only three SpotPass endpoints are known to exist:
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Currently, only these SpotPass endpoints are known to exist:
* <nowiki>https://npdl.cdn.nintendowifi.net/p01/nsa/<regionID>/RNG_LS1/dstsetting</nowiki> LZ11 compressed BPK1 structure
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* <nowiki>https://npdl.cdn.nintendowifi.net/p01/nsa/<regionID>/RNG_LS1/dstsetting</nowiki> LZ10 compressed BPK1 structure
* <nowiki>https://npdl.cdn.nintendowifi.net/p01/nsa/<regionID>/RNG_EC1/1.dlp</nowiki>
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* <nowiki>https://npdl.cdn.nintendowifi.net/p01/nsa/<regionID>/RNG_EC1/x.dlp</nowiki> BPK1 structure with all game lessons (x = 1, 2 or 3)
* <nowiki>https://npdl.cdn.nintendowifi.net/p01/nsa/<regionID>/RNG_MD1/dstdatList.bin</nowiki>
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* <nowiki>https://npdl.cdn.nintendowifi.net/p01/nsa/<regionID>/RNG_MD1/dstdatList.bin</nowiki> BPK1 structure with game metadata
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* <nowiki>https://npdl.cdn.nintendowifi.net/p01/nsa/<regionID>/RNG_NTX/<language>/ntx</nowiki> For game notifications (x = 1 or 2)
    
Where regionID goes the value from the below table.
 
Where regionID goes the value from the below table.
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|}
 
|}
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Also, the game uses Hpp servers for posting doodles and making status updates.
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Also, the game uses Hpp[https://github.com/kinnay/NintendoClients/wiki/Hpp-Server] servers for posting doodles and making status updates.
    
== BPK1 ==
 
== BPK1 ==
The BPK1 structure is used in almost all game data files. Some of the files that use this structure are LZ11 compressed (like the ones used for doodles and stationery).
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The BPK1 structure is used in almost all game data files. Some of the files that use this structure are LZ10 compressed (like the ones used for doodles and stationery).
    
The structure starts with a BPK1 header, followed by all of its block headers, which can share names between each other. The headers are the followed by each block's data, which can hold any data (including another BPK1 structure).
 
The structure starts with a BPK1 header, followed by all of its block headers, which can share names between each other. The headers are the followed by each block's data, which can hold any data (including another BPK1 structure).
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| 0x8
 
| 0x8
 
| 0x4
 
| 0x4
| Unknown (always 0x7?)
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| Maximum block name length
 
|-
 
|-
 
| 0xC
 
| 0xC
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