There is a spot in the app for prod.keys, title keys, and console.keys. Those apps put out two of those three files... but not a console.keys file. Trying to use either of the other two, or the dev.keys file files in the apps section for console.keys results in errors. LockPick does not provide the proper console.keys file for use in the app. So again I'm asking how the proper file is attained, even if it doesn't matter and is not even necessary. It's a leaning thing mor ethan anything else. I just enjoy knowing.
Was editing my post when you replied. I know I don't need that file and the app works fine without it. I just enjoy learning. How is the correct console.keys file obtained to begin with?
Was editing my post when you replied. I know I don't need that file and the app works fine without it. I just enjoy learning. How is the correct console.keys file obtained to begin with?
I read it and I for the most part understand what the console.keys file is, but still not how to obtain it. There's most likely a reason that info is not really provided anywhere. Thanks for trying to help out. Appreciated. I'll just put it out of my head despite my "need to know".
Except you're not. 100% positive you didn't read the entire conversation because it's been stated very clearly that Lockpick does not put out a console.keys file. Only dev.keys, prod.keys, and title.keys. None of those three work for use in NxFileViewer's console.keys section.
Except you're not. 100% positive you didn't read the entire conversation because it's been stated very clearly that Lockpick does not put out a console.keys file. Only dev.keys, prod.keys, and title.keys. None of those three work for use in NxFileViewer's console.keys section.
There are no other keys files than these 3...
In there, you have to enter the path for each.
Why dev.keys is renamed console.keys ? The dev may give an explanation...
SAK and NSC_Builder for example look for a file named "keys.txt" to work; but it is not a "new" file with keys just a renaming of the file.
There https://github.com/Thealexbarney/LibHac/blob/master/KEYS.md
dev.keys and console.keys are said to be optional files so you should get it to work without them.
You also have "This template is for console-unique keys." and all the labels listed in "Console-unique keys"
There are no other keys files than these 3...
In there, you have to enter the path for each. View attachment 409434
Why dev.keys is renamed console.keys ? The dev may give an explanation...
SAK and NSC_Builder for example look for a file named "keys.txt" to work; but it is not a "new" file with keys just a renaming of the file.
There https://github.com/Thealexbarney/LibHac/blob/master/KEYS.md
dev.keys and console.keys are said to be optional files so you should get it to work without them.
You also have "This template is for console-unique keys." and all the labels listed in "Console-unique keys"
I already knew where in the app to set the locations as was stated in my prior comments. However, they don't need to be set if you have them in the same folder as NXFileViewer. The page you linked to was also already discussed. A bit poor documentation there (imo), as some of the info needed for the console.keys templates are either not included in either the dev.keys or prod.keys files... or it is is worded differently so a person isn't sure what to use.
I don't care anymore. lol. Thank you for offering your assistance.
Post automatically merged:
This is a weird one. Can someone with a known good copy of Bayonetta 3 see if it's the same? I noticed this because NSC_Builder was reporting the following on the nsp:
DECRYPTION TEST
***************
01004A4010FEA000 - Content.META
79309e10d24e1d0d74579d7f5b2ecfb5.cnmt.nca -> is CORRECT
01004A4010FEA000 - Content.PROGRAM
Exception: read returned empty 0x37325c000
I opened the file in NX File viewer and while the sig and hash are both valid, there are hash errors in the "Content" tab for (Program) Sections 0 and 1 as seen in the pic. Notice those two sections have a little red exclamation next to them as well. The error for both is the same and says: "Failed to open content of NCA section «0»: ResultFsNonRealDataVerificationFailed (2002-4604): Hash error!"
@MysterTee Can you update the app to use NET 8? NET 7 has reached end of support, while NET 8 support is until November 2026.
Also, the messages when starting the app for example:
Failed to match key device_key_4x
Failed to match key eticket_rsa_kek_source
Failed to match key eticket_rsa_kekek_source
Failed to match key save_mac_key
Failed to match key ssl_rsa_kek_source
Failed to match key ssl_rsa_kekek_source
Failed to match key ssl_rsa_key
I believe this is worded poorly. They are just extra entries in prod.keys that are not needed. Perhaps change "Failed to match key" to "Redundant key". That makes much more sense.
I tried to rename a game and the corresponding update and i get the next error:
• [SIMULATION] «Name [xxxxxxxxxxxxxxxx][v0][US].nsp»Renaming failed: The SSL connection could not be established, see inner exception.
• [SIMULATION] «Name [xxxxxxxxxxxxxxxx][v131072][US].nsp»Renaming failed: The SSL connection could not be established, see inner exception.
What I am doing wrong?
Any help wold be appreciated.
I tried to rename a game and the corresponding update and i get the next error:
• [SIMULATION] «Name [xxxxxxxxxxxxxxxx][v0][US].nsp»Renaming failed: The SSL connection could not be established, see inner exception.
• [SIMULATION] «Name [xxxxxxxxxxxxxxxx][v131072][US].nsp»Renaming failed: The SSL connection could not be established, see inner exception.
What I am doing wrong?
Any help wold be appreciated.
• «Dreamcutter [010038701CD36000][v0] (1.12 GB).nsp»Renaming failed: Response status code does not indicate success: 521 (<none>).
• «Dreamcutter [010038701CD36800][v65536] (0.04 GB).nsp»Renaming failed: Response status code does not indicate success: 521 (<none>).
• «Lumo 2 [01000C40236A8000][v0][] (1).nsp»Renaming failed: Response status code does not indicate success: 521 (<none>).
• «Dreamcutter [010038701CD36000][v0] (1.12 GB).nsp»Renaming failed: Response status code does not indicate success: 521 (<none>).
• «Dreamcutter [010038701CD36800][v65536] (0.04 GB).nsp»Renaming failed: Response status code does not indicate success: 521 (<none>).
• «Lumo 2 [01000C40236A8000][v0][] (1).nsp»Renaming failed: Response status code does not indicate success: 521 (<none>).
The PlayStation 5 scene has received a massive breakthrough with the public release of Relapse, a new exploit chain developed by Nathan Fargo in collaboration with...
The 2007 Nintendo Wii classic Super Mario Galaxy has reportedly been 100% decompiled by the SMGCommunity under the project codename Petari, and now a standalone PC...
It's that time again. Prepare your Switch updates! Or prepare to forgive your sister's nephew's dog for updating your Switch a few weeks ago. Atmosphere v1.12.0 has...
Are you tired of waiting for Nintendo to release a definitive version of their GameCube classic on a console that's sold more than four units? Then step right up! A...
After an accidental leaking of their review video from Linus Tech Tips last week, we somewhat knew that news on Steam's latest VR venture was imminent. Today the...
The in-progress Switch port of the 2013 Rockstar Games Grand Theft Auto V has been forced to end progress after Take-Two Interactive has threatened legal action...
Announced a few days ago, Nintendo of America have today launched their Customer Appreciation Sale. Featuring 30% discounts across a wide range of popular first-party...
A court has ordered Reddit r/SwitchPirates moderator James Williams (of ArchBox fame) must pay Nintendo $4.5 million in a default judgment for copyright infringement...
Well that didn't take long. Right on the heels of the latest Atmosphere update, Nintendo fire back with a firmware update of their own. Bumping both the Switch and...
After adding support for Pokemon Crystal last month, the gen1recomp team are back again with the first third generation entries. Arriving amidst recent updates, both...
You'd have to be living under a rock to have not noticed the recent boom in static recompilation and decompilation projects - it seems like every day, multiple...
According to Bill van Zyll, Vice President & General Manager at Nintendo Latin America, he says the company has no plans to end production of physical games...
Are you tired of waiting for Nintendo to release a definitive version of their GameCube classic on a console that's sold more than four units? Then step right up! A...
The in-progress Switch port of the 2013 Rockstar Games Grand Theft Auto V has been forced to end progress after Take-Two Interactive has threatened legal action...
After an accidental leaking of their review video from Linus Tech Tips last week, we somewhat knew that news on Steam's latest VR venture was imminent. Today the...
The PlayStation 5 scene has received a massive breakthrough with the public release of Relapse, a new exploit chain developed by Nathan Fargo in collaboration with...
Announced a few days ago, Nintendo of America have today launched their Customer Appreciation Sale. Featuring 30% discounts across a wide range of popular first-party...
From my post earlier this week you probably already know which game I'm talking about. Fire Emblem released yesterday to some pretty rave reviews. Looking at...
Denuvo appears to have been updated and the hypervisor bypass that has been used to crack dozens of games no longer works if recent reports are to be believed.
The...
The anonymous GTA VI leaker known as Cyberleek is now threatening to release a full playable build of Rockstar's upcoming Grand Theft Auto VI according to a statement...