I don't know how to fix but thanks anywayCan't send any PM at my level. If you mean the cert, no use asking anyways.
I don't know how to fix but thanks anywayCan't send any PM at my level. If you mean the cert, no use asking anyways.
What are you trying to do? If you have the token, simply put it to the request header like I did in my code.I don't know how to fix but thanks anyway
did you write some python code to generate the dauth token/how did you obtain the token ?Would you mind being a little more specific? I've got a token, but POSTing the raw thing gets me a "Access denied" error.
I've noticed the first two parts (at least) of the token are b64 encoded and mention the dcert-lp1.ndas.srv.nintendo.net/keys url, as well as the RS256 algorithm (along with what I guess is the public exponent). Is there any signature verification going on that needs to be done beforehand?
EDIT: Well I got it working literally seconds after posting this. Thanks for the help anyways.
Also interested. I wanted to add eshop metadata downloading to my CDN downloader/nsp library app, but by the time I got around to writing the code *poof* every request rejected and I don't know enough about the underlying tech to figure out myself what to do about it.did you write some python code to generate the dauth token/how did you obtain the token ?
I currently found this repo by @SimonMKWii https://github.com/simonmkwii/DAuther and it solves the crypto challenge in C#....Also interested. I wanted to add eshop metadata downloading to my CDN downloader/nsp library app, but by the time I got around to writing the code *poof* every request rejected and I don't know enough about the underlying tech to figure out myself what to do about it.
I hope this doesn't mean I have to log in to nintendo.com, get the auth token that they give me, then go back and send them that token in my app to prove I've logged in. I have no clue how I'd automate that, and I for damn sure don't want to use my personal account in the app.
Blah, it would probably be easier at this point to visit their publicly available eshop page and parse the html :/
- Your console treats the "data" string, decoded as base-64, as a cryptographic key source, and uses the SPL services to transform it with TrustZone only keydata and load it into an AES keyslot.
- Your console generates its authorization request data -- this is done by formatting the string "challenge=%s&client_id=%016x&key_generation=%d&system_version=%s" with the challenge string, the client ID requesting a token, the master key version, and the current system version digest.
did you write some python code to generate the dauth token/how did you obtain the token ?
Yes, but it's basically a (simplified) reimplementation of @SimonMKWii DAuther. I recommend you look at its source.Also interested. I wanted to add eshop metadata downloading to my CDN downloader/nsp library app, but by the time I got around to writing the code *poof* every request rejected and I don't know enough about the underlying tech to figure out myself what to do about it.
I hope this doesn't mean I have to log in to nintendo.com, get the auth token that they give me, then go back and send them that token in my app to prove I've logged in. I have no clue how I'd automate that, and I for damn sure don't want to use my personal account in the app.
Blah, it would probably be easier at this point to visit their publicly available eshop page and parse the html :/
Yes, but it's basically a (simplified) reimplementation of @SimonMKWii DAuther. I recommend you look at its source.
Note that I never cleaned it up, so it's quite messy.
[EDIT] Also I've scraped Shogun using it but I'm not sure I'm allowed to post the results here, so I won't.
Alternatively, the CNMT contains the sizes of the files it links to.Thank you, and I'm keeping this tab open so I can remember later to read through the code and figure this out.
Funny, I originally wanted to grab the title's size from the eshop (I assumed that info was there as the eshop does show you how much space is needed on your device to download the game). I ended up just creating a function that goes through the motions of downloading a title, but instead of downloading anything it only grabs headers for their content-lengths, then adds everything together for a very close size estimate. It works great, is very fast and is one of my favorite features that my app has over CDNSP.
In fact, the reason I decided to make my own app was that I keep butting up against comcast's 1TB data cap and I wanted to know what the game's size was BEFORE I downloaded it. I also have a data-cap friendly feature that downloads your queue from smallest game to largest until it reaches a max game size OR a max total amount of data. So on Aug 30 I'm going to check my data usage, then download as many bytes worth of games as I can without passing the cap
Yep, you're right. My first implementation was a copy/paste of the DownloadTitle method with the download-y parts deleted so it was done fast, but I have a rewrite that uses the CNMT content entry sizes is on my TODO list.
You have an app like ShogunTool?