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Adds the ability to read and write to amiibo bin files
This introduces the ability to read and write game data and model information from an Amiibo dump file (BIN format). Note that this functionality requires the presence of a key_retail.bin file. For the option to appear and function in the UI, ensure that the key_retail.bin file is located in the <RyujinxData>/system folder.
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8547285aba
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78400132c0
29 changed files with 958 additions and 19 deletions
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@ -16,6 +16,8 @@ using Ryujinx.HLE.HOS.Services.Am.AppletAE.AllSystemAppletProxiesService.SystemA
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using Ryujinx.HLE.HOS.Services.Apm;
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using Ryujinx.HLE.HOS.Services.Caps;
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using Ryujinx.HLE.HOS.Services.Mii;
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using Ryujinx.HLE.HOS.Services.Nfc.AmiiboDecryption;
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using Ryujinx.HLE.HOS.Services.Nfc.Nfp;
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using Ryujinx.HLE.HOS.Services.Nfc.Nfp.NfpManager;
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using Ryujinx.HLE.HOS.Services.Nv;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl;
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@ -337,6 +339,11 @@ namespace Ryujinx.HLE.HOS
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public void ScanAmiibo(int nfpDeviceId, string amiiboId, bool useRandomUuid)
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{
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if (VirtualAmiibo.ApplicationBytes.Length > 0)
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{
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VirtualAmiibo.ApplicationBytes = new byte[0];
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VirtualAmiibo.InputBin = string.Empty;
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}
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if (NfpDevices[nfpDeviceId].State == NfpDeviceState.SearchingForTag)
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{
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NfpDevices[nfpDeviceId].State = NfpDeviceState.TagFound;
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@ -344,6 +351,22 @@ namespace Ryujinx.HLE.HOS
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NfpDevices[nfpDeviceId].UseRandomUuid = useRandomUuid;
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}
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}
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public void ScanAmiiboFromBin(string path)
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{
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VirtualAmiibo.InputBin = path;
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if (VirtualAmiibo.ApplicationBytes.Length > 0)
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{
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VirtualAmiibo.ApplicationBytes = new byte[0];
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}
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byte[] encryptedData = File.ReadAllBytes(path);
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VirtualAmiiboFile newFile = AmiiboBinReader.ReadBinFile(encryptedData);
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if (SearchingForAmiibo(out int nfpDeviceId))
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{
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NfpDevices[nfpDeviceId].State = NfpDeviceState.TagFound;
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NfpDevices[nfpDeviceId].AmiiboId = newFile.AmiiboId;
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NfpDevices[nfpDeviceId].UseRandomUuid = false;
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}
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}
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public bool SearchingForAmiibo(out int nfpDeviceId)
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{
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