Alex

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> You probably need to implement [ValidateAndRequestTicketWithCustomData](https://github.com/kinnay/NintendoClients/wiki/Authentication-Protocol). It us very similar to ValidateAndRequestTicketWithParam (which is already implemented here for SMB35). The only difference is the structure of the request and...

> Can you implement this on your own? Alright. I've got this added so far (code below), but I think I'm doing something wrong, since the game calls for RequestTicket...

I should note that it doesn't seem like the console is sending any token to the server. It's just totally blank if I try to log it... Perhaps that's related?

Hmm alright... I'll try to figure out which function is causing the error then. Also I forgot to mention, after implementing those two functions, the error the shown on the...

Hold on a second.... It's giving me a different error now, If I change the "prudps" to "prudp" here: ```py url = common.StationURL( scheme="prudp", address="0.0.0.1", port=1, PID = SERVER_PID, CID...

Ok- from what I've tested, when it's set to use "prudps", it calls RequestTicket. But when it's set to just "prudp", it's raising a BufferOverflow exception in `process_login_request` in when...

I think it has to with the key in `validate_and_request_ticket_with_custom_data`. ```py key = secrets.token_bytes(16) ``` If I change that to something like `key = secrets.token_bytes(4)` , then I get error...

I've also been trying with the regular Splatoon 2 and progress has been a bit easier, but I'm stuck on how I should set up the NAT server because it...