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	<updated>2026-04-28T17:43:58Z</updated>
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	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=Category:%E4%B8%AD%E6%96%87%E7%BF%BB%E8%AF%91%E8%AE%A1%E5%88%92&amp;diff=8577</id>
		<title>Category:中文翻译计划</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=Category:%E4%B8%AD%E6%96%87%E7%BF%BB%E8%AF%91%E8%AE%A1%E5%88%92&amp;diff=8577"/>
		<updated>2014-02-08T13:53:41Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* 由于种种原因，wiki中文页面的情况，仅仅是“有限地跟进翻译英文wiki”的状态。即使如此诸般，大家也要有干劲地坚持下去哟！&lt;br /&gt;
* 此页面对中文翻译的词条进行了简单的索引。这样既避免了“被忘却的中文词条”，也方便了快速阅览全部中文词条。&lt;br /&gt;
* 翻译的文本中，出现了英文词条的链接时，可用从此页参考是否能够替换为中文词条的链接。&lt;br /&gt;
* 请勿翻译数据库条目，包括游戏列表、服务、指令等。&lt;br /&gt;
* 翻译时请在摘要中附带所翻译版本。如：{{fullurl:Automatic System Update Download|oldid=7511}}&lt;br /&gt;
在这个链接中，包含了词条[[Automatic System Update Download]]以及词条的版本oldid=7511&lt;br /&gt;
而这个带有版本信息的链接，可以通过点击词条的“历史”链接，打开这样的页面{{fullurl:Automatic System Update Download|action=history}} 获取&lt;br /&gt;
&lt;br /&gt;
=== [[首页|首页词条]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;备注&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[News]] [{{fullurl:News|action=edit}} Edit]&lt;br /&gt;
|[[首页/Current events | 中文新闻]] [{{fullurl:首页/Current events|action=edit}} 编辑]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[3DS exploits]]&lt;br /&gt;
|    [[N3DS漏洞|N3DS漏洞]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|    [[术语表]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[FAQ]]&lt;br /&gt;
|    [[常见问题解答]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Friend code]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Games]]&lt;br /&gt;
|    [[游戏|已发售游戏]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Serials]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:PC utilities|PC Utilities]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Hardware]]&lt;br /&gt;
|    [[N3DS硬件配置]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Peripherals]]&lt;br /&gt;
|    [[外设]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gamecards]]&lt;br /&gt;
|    [[游戏卡带]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Video Capture]]&lt;br /&gt;
|    [[视频捕捉]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nintendo Software]]&lt;br /&gt;
|    [[自带任天堂软件]]&lt;br /&gt;
|目录&lt;br /&gt;
|-&lt;br /&gt;
| [[3DS Development Unit Software]]&lt;br /&gt;
|    [[3DS开发机软件]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Memory layout]]&lt;br /&gt;
|    [[内存布局]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Services API]]&lt;br /&gt;
|    [[服务API]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[SVC|List of systemcalls]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[IO|List of IO registers]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Kernel objects|Kernel objects]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:File formats|File Formats]]&lt;br /&gt;
|    [[已知文件格式]]&lt;br /&gt;
|[[CCI]]/[[CXI]]/[[CIA]] [[CCI格式]]/[[CXI格式]]/[[CIA格式]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Title list]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Title metadata]]&lt;br /&gt;
|  [[TMD格式]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Update Data]]&lt;br /&gt;
|    [[系统更新的TitleID列表]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[SD Filesystem]]&lt;br /&gt;
|    [[SD卡文件系统]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Flash Filesystem]]&lt;br /&gt;
|    [[闪存文件系统]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bootloader]]&lt;br /&gt;
|    [[引导程序]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Savegames]]&lt;br /&gt;
|    [[游戏存档]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 文件系统 === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Nand/private/movable.sed]]&lt;br /&gt;
|  [[movable.sed文件]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ExeFS]]&lt;br /&gt;
|  [[ExeFS文件系统]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Extdata]]&lt;br /&gt;
|  [[Extdata数据]]&lt;br /&gt;
|-&lt;br /&gt;
|[[NS]]&lt;br /&gt;
|  [[NS模块]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Config Savegame]]&lt;br /&gt;
|    [[NAND游戏存档格式]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 类别目录 ==&lt;br /&gt;
* 类别目录，指”Category:“为前缀的词条。使用了类别标签的词条，会自动出现到该类别的目录词条中去。&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[:Category:Services|File formats]]&lt;br /&gt;
|  [[:Category:文件格式|文件格式]]&lt;br /&gt;
|-&lt;br /&gt;
|  [[:Category:Services|Services]]&lt;br /&gt;
|  [[:Category:服务|服务]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 其他词条 === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Automatic System Update Download]]&lt;br /&gt;
|    [[自动下载系统更新]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SD Savedata Backups]]&lt;br /&gt;
|  [[SD数据备份]]&lt;br /&gt;
|-&lt;br /&gt;
|[[DSiWare Exports]]&lt;br /&gt;
|  [[DSi软件]]&lt;br /&gt;
|-&lt;br /&gt;
|[[System Transfer]]&lt;br /&gt;
|  [[系统转移]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Save Data Transfer Tool]]&lt;br /&gt;
|  [[数据转移工具]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[LCD]]&lt;br /&gt;
|  [[液晶显示屏]]&lt;br /&gt;
|-&lt;br /&gt;
|[[3DSExplorer]]&lt;br /&gt;
|  [[3dsExplorer 工具]]  &lt;br /&gt;
|-&lt;br /&gt;
|[[Memory crash]]&lt;br /&gt;
|  [[内存崩溃]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 不建议翻译的词汇 === &lt;br /&gt;
有些词汇翻译后不便于理解。或者找不到合适的翻译。请统一不再翻译，并将其按首字母音序列于此处。&lt;br /&gt;
* H home-menu;&lt;br /&gt;
* I image;&lt;br /&gt;
* M metadata; &lt;br /&gt;
* T title;&lt;br /&gt;
&lt;br /&gt;
不建议翻译以下词组：&lt;br /&gt;
* 含bit，byte等表示位、字、字节等内容的词组，如256-byte&lt;br /&gt;
* 同上，U-16、U-32&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== 建议采用的翻译 ===&lt;br /&gt;
* B&lt;br /&gt;
    block - 块&lt;br /&gt;
* E&lt;br /&gt;
    encrypt - 加密&lt;br /&gt;
    entries/entry - 入口&lt;br /&gt;
* F &lt;br /&gt;
    flag - 标志位&lt;br /&gt;
    Framebuffer - 帧缓冲&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
此部分内容引用了[[术语表]]（自动更新）&lt;br /&gt;
{{:术语表}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
此部分为使用“Category:中文翻译计划”标签的词条列表（自动生成）&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%9C%AF%E8%AF%AD%E8%A1%A8&amp;diff=8576</id>
		<title>术语表</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%9C%AF%E8%AF%AD%E8%A1%A8&amp;diff=8576"/>
		<updated>2014-02-08T13:39:02Z</updated>

		<summary type="html">&lt;p&gt;T: add Magic number,updata to eng.ver 8405&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;这是一个小词典，你可以在这里查看在3DS自制软件上可能要用到的基本名词。&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
&lt;br /&gt;
一个自制程序的开发语言。此外你的电脑从网页浏览器到计时器等几乎所有程序亦为此语言开发。&lt;br /&gt;
&lt;br /&gt;
=== C++ ===&lt;br /&gt;
&lt;br /&gt;
一个面向对象的自制程序开发语言。正如名字所示，C++是C语言的增强版。&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
=== DSi ===&lt;br /&gt;
一种任天堂掌上游戏机，是任天堂DS的第二个后继机种，为第六世代任氏掌机系统。其有两个（比以前大）的显示屏，两个摄像头和网上商店系统，此外系统菜单也有显著更新。目前使用和Wii相近的UI效果。其屏幕亮度可以比NDS Lite更亮一级。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
注：任天堂DS在大陆常简写为“NDS”，而在美国则依照官方简称为“DS”。这里采用“DS”对术语表排序。&amp;lt;!-- English: &lt;br /&gt;
Note: &amp;quot;Nintendo DS is officially abbreviated as &amp;quot;DS&amp;quot;, but it usually shortening as &amp;quot;NDS&amp;quot; in China. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DS Lite ===&lt;br /&gt;
&lt;br /&gt;
NDSi的上一代，发布于NDS之后。其屏幕亮度可以设定的比NDS原版亮4倍，&lt;br /&gt;
&lt;br /&gt;
=== DS &amp;quot;PHAT&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
NDS系列第一台机器。虽然任天当没有作此计划，但该掌机的发售宣布结束了Game Boy世代。该机种增加了触屏操控。&lt;br /&gt;
&lt;br /&gt;
=== DSP ===&lt;br /&gt;
数字信号处理器(Digital Signal Processor)。3DS采用一个DSP内核完成混音，而不是专用硬件转发。&lt;br /&gt;
&lt;br /&gt;
=== DSiWare[[DSi软件]] ===&lt;br /&gt;
&lt;br /&gt;
任天堂发起的一个新平台，允许开发商以较低的价格（较全新的DSi游戏而言）开发并卖出原创内容。所有的DSiWare游戏可以从主菜单上的DSi商店获取。&lt;br /&gt;
&lt;br /&gt;
=== Dump（提取） ===&lt;br /&gt;
&lt;br /&gt;
提取媒介（如芯片，NAND驱动器或磁盘）中内容的操作，否则受保护的内容将无法访问或者难以理解。&lt;br /&gt;
&lt;br /&gt;
=== DS Download Play（[[单卡联机]]） ===&lt;br /&gt;
&lt;br /&gt;
任天堂3DS固件内置的一个应用。可以从其他NDS或者3DS游戏机下载多人游戏，这样只一张游戏卡就能进行联机对战(需要游戏支持)。&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
=== 漏洞 ===&lt;br /&gt;
&lt;br /&gt;
一种执行通常不被允许的代码时采用的一种巧妙的规避安全系统的方法。通常，漏洞都是一个接一个地出现，自制程序编写者们通过这样可以获得系统的最高权限，获得最高权限也是他们的目标。&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
=== FCRAM ===&lt;br /&gt;
FCRAM（快速循环RAM）是由Fujitsu（富士通）公司研发的新科技，可以用不同方式提高DRAM/Processor的运行速度。这是3DS硬件的组成部分之一。&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
=== [[GX]] ===&lt;br /&gt;
3ds的图形子系统。&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
&lt;br /&gt;
=== 十六进制（Hex） ===&lt;br /&gt;
&lt;br /&gt;
一个用来描述以16为基数的数字系统的体系，其中的一个数字代表4bits。在数字0-9之后，字母A-F用来表示10-15。十六进制是二进制数据显示的首选格式，因为它很容易从二进制转换，而且一个字符只占用2字节。&lt;br /&gt;
&lt;br /&gt;
=== Home Menu[[主菜单界面]] ===&lt;br /&gt;
&lt;br /&gt;
这是3DS首次开机，显示完安全警告后出现的界面。在3DS中系统自带的和你自己下载的程序都被存放在这里&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
=== IRC ===&lt;br /&gt;
&lt;br /&gt;
Internet Relay Chat，互联网中继聊天，是人们在因特网上常用的文字实时聊天。&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
=== [[MPO]] ===&lt;br /&gt;
&lt;br /&gt;
Multi-Picture Object，多图片对象。这是一个开源的文件格式，任天堂利用它来制作3D图像。它采用JPG的Exif标签和MP标签。我们观看MPO文件时，看到的是两幅交织的JPG图像。&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
=== SD Card ===&lt;br /&gt;
&lt;br /&gt;
一种常见的储存卡，被用于3DS、数码相机、音乐播放器等设备上。是Secure Digital的缩写。一般SD卡的最大容量是2GB（2048MB）， 有些SD卡可以达到4GB，但是非常少见。这些卡通常不与非SDHC产品兼容，即使它们不是SDHC，所以一般的大小是2GB。&lt;br /&gt;
&lt;br /&gt;
=== SDHC ===&lt;br /&gt;
&lt;br /&gt;
是Secure Digital High Capacity Card的缩写。一种SD卡，比普通的SD卡能存放更多数据。理论上这些卡最多支持到2TB，但是由于工艺所限，最大的容量是32GB。&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
=== [[TMD]] ===&lt;br /&gt;
&lt;br /&gt;
请参照 [[Title metadata]].&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
3DS title可以是一个存储在3DS里的游戏，或者一张游戏卡带。它包含了内建的channel和menu。一个title有一个唯一的8byte （4字符长）的title ID。 为了安全，所有游戏都是加密的。&lt;br /&gt;
&lt;br /&gt;
=== [[Title metadata|Title metadata（游戏元数据）]] ===&lt;br /&gt;
&lt;br /&gt;
是一种存储游戏元数据和所有文件的文件格式，包括游戏的组成部分和它们的的SHA1哈希值。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[magic number |魔数]] ===&lt;br /&gt;
很多类型的文件，其起始的几个字节的内容是固定的（或是有意填充，或是本就如此）。根据这几个字节的内容就可以确定文件类型，因此这几个字节的内容被称为魔数 (magic number)。此外在一些程序代码中，程序员常常将在代码中出现但没有解释的数字常量或字符串称为魔数或魔字符串。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=8539</id>
		<title>闪存文件系统</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=8539"/>
		<updated>2014-02-01T06:19:54Z</updated>

		<summary type="html">&lt;p&gt;T: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3DS使用了容量为1GB的一片NAND闪存芯片。&lt;br /&gt;
从NCSD的头部来看，NAND实际使用的大小为0x3AF00000.&lt;br /&gt;
&lt;br /&gt;
=== 格式 ===&lt;br /&gt;
通过主板上的输出针脚提取闪存芯片内容是可行的，并且已经取得成功。但由于数据是加密过的，不经解密无法理解。&lt;br /&gt;
&lt;br /&gt;
===加密===&lt;br /&gt;
NAND文件系统使用[[AES|AES-CTR]]加密。NAND中TWL region使用TWL NAND的[[AES|keyslot]]，而CTR region使用CTR NAND的[[AES|keyslots]]。CTR NAND分区的 keyslot 是由NCSD分区的磁盘文件系统类型所决定的。每个分区表的NCSD分区加密标志位（TWL keyslot 或 CTR keyslots）这样表示: 0x01=TWL, 0x02=CTR。TWL/CTR NAND region在NCSD头部指定。NAND的前 0x0B100000 byte使用TWL  keyslot加密，在0x00012E00之前则只有MBR分区表使用TWL  keyslot(那个region包括下表所示的TWL分区)。&lt;br /&gt;
&lt;br /&gt;
切记，一台3DS重加密的NAND镜像，不能直接给另一台3DS使用，“NAND”分区的某些文件也需要修改/更换。&lt;br /&gt;
&lt;br /&gt;
===NAND结构===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  分区名&lt;br /&gt;
!  偏移&lt;br /&gt;
!  长度&lt;br /&gt;
!  NCSD分区文件系统类型&lt;br /&gt;
!  NCSD分区索引（index）&lt;br /&gt;
!  注释&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0&lt;br /&gt;
|  0x200	&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|  NCSD头, 包括了后续CTR-NAND的偏移/大小信息. 这个块也包含了 TWL-NAND MBR分区表.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|  0x00000000&lt;br /&gt;
|  0x0B100000	&lt;br /&gt;
|  0x1	&lt;br /&gt;
|  0x00&lt;br /&gt;
|  TWL NAND region&lt;br /&gt;
|-&lt;br /&gt;
|  twln&lt;br /&gt;
|  0x00012E00&lt;br /&gt;
|  0x08FB5200&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND FAT16. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  twlp&lt;br /&gt;
|  0x09011A00&lt;br /&gt;
|  0x020B6600&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND PHOTO FAT12. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B100000&lt;br /&gt;
|  0x00030000&lt;br /&gt;
|  0x04&lt;br /&gt;
|  0x01&lt;br /&gt;
|  默认为全空填充此分区(只有 0x00/0xFF byte，并且从不写入). AGB_FIRM was never launched. 包含 AGB_FIRM GBA游戏.&lt;br /&gt;
|-&lt;br /&gt;
|  firm0&lt;br /&gt;
|  0x0B130000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  0x02&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.&lt;br /&gt;
|-&lt;br /&gt;
|  firm1&lt;br /&gt;
|  0x0B530000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  0x03&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.(备份分区, 同上)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B930000&lt;br /&gt;
|  0x2F5D0000&lt;br /&gt;
|  0x01&lt;br /&gt;
|  0x04&lt;br /&gt;
|  CTR-NAND partition. (3DS)&lt;br /&gt;
|-&lt;br /&gt;
|  nand&lt;br /&gt;
|  0x0B95CA00&lt;br /&gt;
|  0x2F3E3600&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|  CTR-NAND FAT16文件系统.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
3DS中NAND TWL FAT分区的卷标为&amp;quot;TWL&amp;quot;，CTR FAT分区为&amp;quot;CTR&amp;quot;。TWL分区的偏移和大小存储在MBR分区表中，而CTR分区表信息存在NAND NCSD头部。CTR-NAND分区的0扇面包含一个TWL-NAND分区的MBR分区表，而MBR的签名在+0x1fe位置。&lt;br /&gt;
&lt;br /&gt;
NAND扇面未被写入前，只包含明文的0x00或0xFF byte.&lt;br /&gt;
&lt;br /&gt;
除TWLP，以上NAND物理分区均不能使用ARM11直接读取。CTR/TWL NAND文件系统只能当exheader访问控制描述符启用时候访问。对于零售版机器中的[[NCCH#CXI|CXI]]进程，CTR/TWL的NAND描述符一般都是未启用的状态。ARM11只能将&amp;quot;nand:/rw/&amp;quot;挂载为&amp;quot;nandrw&amp;quot;的[[FS:OpenArchive|档案]]，而&amp;quot;nand:/ro/&amp;quot;则挂载为如下的nandro档案。&lt;br /&gt;
&lt;br /&gt;
==== 0x4000 ====&lt;br /&gt;
某些3DS系统（比如3DS XL）,有一个明文的FAT16引导记录在NAND偏移的0x4000位置。这个块在launch-day 3DS的系统里是不存在的。在这个“分区”内只有明文的块。&lt;br /&gt;
&lt;br /&gt;
=CTR分区=&lt;br /&gt;
[[nand/title]]的结构似乎和[[SD Filesystem|SD卡系统]]的完全相似，除了存档保存在[[System SaveData|nand/data/&amp;lt;ID0&amp;gt;/sysdata]]目录。&lt;br /&gt;
&lt;br /&gt;
在[[nand/data]]之下的子目录名是[[nand/private/movable.sed|movable.sed]]的SHA256散列。这个NAND的nand/data/&amp;lt;ID0&amp;gt;目录和&amp;quot;sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;&amp;quot;，只是里面的数据是明文。movable.sed keyY只用于nand/data/&amp;lt;ID0&amp;gt;的AES MACs(AES加密+MAC绑定？)。nand/data/&amp;lt;ID0&amp;gt;/extdata保存的是公用的[[extdata]]，结构和SD卡的extdata完全一致。&lt;br /&gt;
&lt;br /&gt;
&amp;quot;nandrw&amp;quot;[[FS:OpenArchive|归档]]会挂载到&amp;quot;nand:/rw/&amp;quot;，而&amp;quot;nandro&amp;quot;归档会挂载到&amp;quot;nand:/ro/&amp;quot;。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 nandro&lt;br /&gt;
 ├── [[nandro/private|private]]&lt;br /&gt;
 ├── [[nandro/shared|shared]]&lt;br /&gt;
 └── [[nandro/sys|sys]]&lt;br /&gt;
     ├── [[nandro/sys/HWCAL0.dat|HWCAL0.dat]]&lt;br /&gt;
     └── [[nandro/sys/HWCAL1.dat|HWCAL1.dat]]&lt;br /&gt;
 nandrw&lt;br /&gt;
 ├── [[nandrw/shared|shared]]&lt;br /&gt;
 └── [[nandrw/sys|sys]]&lt;br /&gt;
     ├── [[nandrw/sys/lgy.log|lgy.log]] (发生错误时由[[FIRM|TWL_FIRM]]记录，是与native.log等效的)&lt;br /&gt;
     ├── [[nandrw/sys/LocalFriendCodeSeed_B|LocalFriendCodeSeed_B]]&lt;br /&gt;
     ├── [[nandrw/sys/native.log|native.log]] (This is written to by [[ErrDisp]])&lt;br /&gt;
     ├── [[nandrw/sys/rand_seed|rand_seed]]&lt;br /&gt;
     ├── [[nandrw/sys/SecureInfo_A|SecureInfo_A]]&lt;br /&gt;
     └── [[nandrw/sys/updater.log|updater.log]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 nand&lt;br /&gt;
 ├── __journal.nn_&lt;br /&gt;
 ├── [[nand/data|data]]&lt;br /&gt;
 │   └── &amp;lt;ID0&amp;gt;&lt;br /&gt;
 │       ├── [[Extdata|extdata]]          &lt;br /&gt;
 │       └── [[System SaveData|sysdata]]&lt;br /&gt;
 ├── [[Title Database|dbs]]&lt;br /&gt;
 ├── [[nand/fixdata|fixdata]]&lt;br /&gt;
 │   └── [[nand/fixdata/sysdata|sysdata]]&lt;br /&gt;
 ├── private&lt;br /&gt;
 │   └── [[nand/private/movable.sed|movable.sed]]&lt;br /&gt;
 ├── [[nand/ro|ro]]&lt;br /&gt;
 ├── [[nand/rw|rw]]&lt;br /&gt;
 ├── [[nand/ticket|ticket]] (自ticket存放到[[Title Database|ticket.db]]后，这个目录就是空的了)&lt;br /&gt;
 ├── [[Title Data Structure|title]]&lt;br /&gt;
 └── [[nand/tmp|tmp]] (这个通常是空的， even when installation for a system update still needs [[AMNet:FinishInstallToMedia|finalized]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TWL分区=&lt;br /&gt;
TWL分区的结构和DSi的几乎一样，除了Tickets存在CTR的FAT文件系统。TWLP分区则是和DSi完全一致。&lt;br /&gt;
&lt;br /&gt;
[[twln/title]]的结构和CTR的NAND/SD一致，除了.cmd是明文(好像是虚假文件)。在系统Title的/title目录下的data目录并不存在，似乎只有DSiWare的才有。&lt;br /&gt;
&lt;br /&gt;
在[[twln/title]]下名为titleID-High的目录是DSi的。&lt;br /&gt;
&lt;br /&gt;
 twln&lt;br /&gt;
 ├── [[twln/import/|import]]&lt;br /&gt;
 ├── [[twln/shared1/|shared1]]&lt;br /&gt;
 ├── [[twln/shared2/|shared2]]&lt;br /&gt;
 │   └── [[twln/shared2/0000|0000]]&lt;br /&gt;
 ├── [[twln/sys|sys]]&lt;br /&gt;
 │   ├── [[twln/sys/TWLFontTable.dat|TWLFontTable.dat]]&lt;br /&gt;
 │   └── [[twln/sys/log/|log]]&lt;br /&gt;
 │       ├── [[twln/sys/log/inspect.log|inspect.log]]&lt;br /&gt;
 │       └── [[twln/sys/log/product.log|product.log]]&lt;br /&gt;
 ├── [[twln/ticket/|ticket]]&lt;br /&gt;
 ├── [[twln/title/|title]]&lt;br /&gt;
 └── [[twln/tmp/|tmp]]&lt;br /&gt;
&lt;br /&gt;
 twlp&lt;br /&gt;
 └── [[twlp/photo/|photo]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=8534</id>
		<title>闪存文件系统</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=8534"/>
		<updated>2014-02-01T04:33:04Z</updated>

		<summary type="html">&lt;p&gt;T: updata to eng.ver http://www.3dbrew.org/w/index.php?title=Flash_Filesystem&amp;amp;diff=8383&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3DS使用了容量为1GB的一片NAND闪存芯片。&lt;br /&gt;
从NCSD的头部来看，NAND实际使用的大小为0x3AF00000.&lt;br /&gt;
&lt;br /&gt;
=== 格式 ===&lt;br /&gt;
通过主板上的输出针脚提取闪存芯片内容是可行的，并且已经取得成功。但由于数据是加密过的，不经解密无法理解。&lt;br /&gt;
&lt;br /&gt;
===加密===&lt;br /&gt;
NAND文件系统使用[[AES|AES-CTR]]加密。NAND中TWL region使用TWL NAND的[[AES|keyslot]]，而CTR region使用CTR NAND的[[AES|keyslots]]。CTR NAND分区的 keyslot 是由NCSD分区的磁盘文件系统类型所决定的。每个分区表的NCSD分区加密标志位（TWL keyslot 或 CTR keyslots）这样表示: 0x01=TWL, 0x02=CTR。TWL/CTR NAND region在NCSD头部指定。NAND的前 0x0B100000 byte使用TWL  keyslot加密，在0x00012E00之前则只有MBR分区表使用TWL  keyslot(那个region包括下表所示的TWL分区)。&lt;br /&gt;
	&lt;br /&gt;
Note that re-encrypting a NAND image alone from another 3DS for use on a different 3DS is not enough to use that NAND image on a different 3DS: certain files in the &amp;quot;nand&amp;quot; partition would need modified/replaced as well.&lt;br /&gt;
&lt;br /&gt;
===NAND结构===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  分区名&lt;br /&gt;
!  偏移&lt;br /&gt;
!  长度&lt;br /&gt;
!  NCSD分区文件系统类型&lt;br /&gt;
!  NCSD分区索引（index）&lt;br /&gt;
!  注释&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0&lt;br /&gt;
|  0x200	&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|  NCSD头, 包括了后续CTR-NAND的偏移/大小信息. 这个块也包含了 TWL-NAND MBR分区表.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|  0x00000000&lt;br /&gt;
|  0x0B100000	&lt;br /&gt;
|  0x1	&lt;br /&gt;
|  0x00&lt;br /&gt;
|  TWL NAND region&lt;br /&gt;
|-&lt;br /&gt;
|  twln&lt;br /&gt;
|  0x00012E00&lt;br /&gt;
|  0x08FB5200&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND FAT16. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  twlp&lt;br /&gt;
|  0x09011A00&lt;br /&gt;
|  0x020B6600&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND PHOTO FAT12. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B100000&lt;br /&gt;
|  0x00&lt;br /&gt;
|  0x00030000&lt;br /&gt;
|  0x04&lt;br /&gt;
|  0x01&lt;br /&gt;
|  默认为全空填充此分区(只有 0x00/0xFF byte，并且从不写入). AGB_FIRM was never launched. 包含 AGB_FIRM GBA游戏.&lt;br /&gt;
|-&lt;br /&gt;
|  firm0&lt;br /&gt;
|  0x0B130000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  0x02&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.&lt;br /&gt;
|-&lt;br /&gt;
|  firm1&lt;br /&gt;
|  0x0B530000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  0x03&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.(备份分区, 同上)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B930000&lt;br /&gt;
|  0x2F5D0000&lt;br /&gt;
|  0x01&lt;br /&gt;
|  0x04&lt;br /&gt;
|  CTR-NAND partition. (3DS)&lt;br /&gt;
|-&lt;br /&gt;
|  nand&lt;br /&gt;
|  0x0B95CA00&lt;br /&gt;
|  0x2F3E3600&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|  CTR-NAND FAT16文件系统.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
3DS中NAND TWL FAT分区的卷标为&amp;quot;TWL&amp;quot;，CTR FAT分区为&amp;quot;CTR&amp;quot;。TWL分区的偏移和大小存储在MBR分区表中，而CTR分区表信息存在NAND NCSD头部。CTR-NAND分区的0扇面包含一个TWL-NAND分区的MBR分区表，而MBR的签名在+0x1fe位置。&lt;br /&gt;
&lt;br /&gt;
NAND扇面未被写入前，只包含明文的0x00或0xFF byte.&lt;br /&gt;
&lt;br /&gt;
除TWLP，以上NAND物理分区均不能使用ARM11直接读取。CTR/TWL NAND文件系统只能当exheader访问控制描述符启用时候访问。对于零售版机器中的[[NCCH#CXI|CXI]]进程，CTR/TWL的NAND描述符一般都是未启用的状态。ARM11只能将&amp;quot;nand:/rw/&amp;quot;挂载为&amp;quot;nandrw&amp;quot;的[[FS:OpenArchive|档案]]，而&amp;quot;nand:/ro/&amp;quot;则挂载为如下的nandro档案。&lt;br /&gt;
&lt;br /&gt;
==== 0x4000 ====&lt;br /&gt;
On some 3DS systems(such as 3DS XL), there&#039;s a plaintext FAT16 boot record located at NAND offset 0x4000. This block does not exist for launch-day 3DS systems. This is the only plaintext block for this &amp;quot;partition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=CTR分区=&lt;br /&gt;
[[nand/title]]的结构似乎和[[SD Filesystem|SD卡系统]]的完全相似，除了存档保存在[[System SaveData|nand/data/&amp;lt;ID0&amp;gt;/sysdata]]目录。&lt;br /&gt;
&lt;br /&gt;
在[[nand/data]]之下的子目录名是[[nand/private/movable.sed|movable.sed]]的SHA256散列。这个NAND的nand/data/&amp;lt;ID0&amp;gt;目录和&amp;quot;sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;&amp;quot;，只是里面的数据是明文。movable.sed keyY只用于nand/data/&amp;lt;ID0&amp;gt;的AES MACs(AES加密+MAC绑定？)。nand/data/&amp;lt;ID0&amp;gt;/extdata保存的是公用的[[extdata]]，结构和SD卡的extdata完全一致。&lt;br /&gt;
&lt;br /&gt;
&amp;quot;nandrw&amp;quot;[[FS:OpenArchive|归档]]会挂载到&amp;quot;nand:/rw/&amp;quot;，而&amp;quot;nandro&amp;quot;归档会挂载到&amp;quot;nand:/ro/&amp;quot;。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 nandro&lt;br /&gt;
 ├── [[nandro/private|private]]&lt;br /&gt;
 ├── [[nandro/shared|shared]]&lt;br /&gt;
 └── [[nandro/sys|sys]]&lt;br /&gt;
     ├── [[nandro/sys/HWCAL0.dat|HWCAL0.dat]]&lt;br /&gt;
     └── [[nandro/sys/HWCAL1.dat|HWCAL1.dat]]&lt;br /&gt;
 nandrw&lt;br /&gt;
 ├── [[nandrw/shared|shared]]&lt;br /&gt;
 └── [[nandrw/sys|sys]]&lt;br /&gt;
     ├── [[nandrw/sys/lgy.log|lgy.log]] (This is written to by [[FIRM|TWL_FIRM]] when errors occur, this is equivalent to native.log)&lt;br /&gt;
     ├── [[nandrw/sys/LocalFriendCodeSeed_B|LocalFriendCodeSeed_B]]&lt;br /&gt;
     ├── [[nandrw/sys/native.log|native.log]] (This is written to by [[ErrDisp]])&lt;br /&gt;
     ├── [[nandrw/sys/rand_seed|rand_seed]]&lt;br /&gt;
     ├── [[nandrw/sys/SecureInfo_A|SecureInfo_A]]&lt;br /&gt;
     └── [[nandrw/sys/updater.log|updater.log]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 nand&lt;br /&gt;
 ├── __journal.nn_&lt;br /&gt;
 ├── [[nand/data|data]]&lt;br /&gt;
 │   └── &amp;lt;ID0&amp;gt;&lt;br /&gt;
 │       ├── [[Extdata|extdata]]          &lt;br /&gt;
 │       └── [[System SaveData|sysdata]]&lt;br /&gt;
 ├── [[Title Database|dbs]]&lt;br /&gt;
 ├── [[nand/fixdata|fixdata]]&lt;br /&gt;
 │   └── [[nand/fixdata/sysdata|sysdata]]&lt;br /&gt;
 ├── private&lt;br /&gt;
 │   └── [[nand/private/movable.sed|movable.sed]]&lt;br /&gt;
 ├── [[nand/ro|ro]]&lt;br /&gt;
 ├── [[nand/rw|rw]]&lt;br /&gt;
 ├── [[nand/ticket|ticket]] (This directory is empty since tickets are stored in [[Title Database|ticket.db]])&lt;br /&gt;
 ├── [[Title Data Structure|title]]&lt;br /&gt;
 └── [[nand/tmp|tmp]] (This is usually empty, even when installation for a system update still needs [[AMNet:FinishInstallToMedia|finalized]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TWL分区=&lt;br /&gt;
TWL分区的结构和DSi的几乎一样，除了Tickets存在CTR的FAT文件系统。TWLP分区则是和DSi完全一致。&lt;br /&gt;
&lt;br /&gt;
[[twln/title]]的结构和CTR的NAND/SD一致，除了.cmd是明文(好像是虚假文件)。在系统Title的/title目录下的data目录并不存在，似乎只有DSiWare的才有。&lt;br /&gt;
&lt;br /&gt;
在[[twln/title]]下名为titleID-High的目录是DSi的。&lt;br /&gt;
&lt;br /&gt;
 twln&lt;br /&gt;
 ├── [[twln/import/|import]]&lt;br /&gt;
 ├── [[twln/shared1/|shared1]]&lt;br /&gt;
 ├── [[twln/shared2/|shared2]]&lt;br /&gt;
 │   └── [[twln/shared2/0000|0000]]&lt;br /&gt;
 ├── [[twln/sys|sys]]&lt;br /&gt;
 │   ├── [[twln/sys/TWLFontTable.dat|TWLFontTable.dat]]&lt;br /&gt;
 │   └── [[twln/sys/log/|log]]&lt;br /&gt;
 │       ├── [[twln/sys/log/inspect.log|inspect.log]]&lt;br /&gt;
 │       └── [[twln/sys/log/product.log|product.log]]&lt;br /&gt;
 ├── [[twln/ticket/|ticket]]&lt;br /&gt;
 ├── [[twln/title/|title]]&lt;br /&gt;
 └── [[twln/tmp/|tmp]]&lt;br /&gt;
&lt;br /&gt;
 twlp&lt;br /&gt;
 └── [[twlp/photo/|photo]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=Category:%E4%B8%AD%E6%96%87%E7%BF%BB%E8%AF%91%E8%AE%A1%E5%88%92&amp;diff=8527</id>
		<title>Category:中文翻译计划</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=Category:%E4%B8%AD%E6%96%87%E7%BF%BB%E8%AF%91%E8%AE%A1%E5%88%92&amp;diff=8527"/>
		<updated>2014-01-31T11:10:22Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
* 由于种种原因，wiki中文页面的情况，仅仅是“有限地跟进翻译英文wiki”的状态。即使如此诸般，大家也要有干劲地坚持下去哟！&lt;br /&gt;
* 此页面对中文翻译的词条进行了简单的索引。这样既避免了“被忘却的中文词条”，也方便了快速阅览全部中文词条。&lt;br /&gt;
* 翻译的文本中，出现了英文词条的链接时，可用从此页参考是否能够替换为中文词条的链接。&lt;br /&gt;
* 请勿翻译数据库条目，包括游戏列表、服务、指令等。&lt;br /&gt;
* 翻译时请在摘要中附带所翻译版本。如：{{fullurl:Automatic System Update Download|oldid=7511}}&lt;br /&gt;
在这个链接中，包含了词条[[Automatic_System_Update_Download]]以及词条的版本oldid=7511&lt;br /&gt;
而这个带有版本信息的链接，可以通过点击词条的“历史”链接，打开这样的页面{{fullurl:Automatic System Update Download|action=history}} 获取&lt;br /&gt;
&lt;br /&gt;
=== [[首页|首页词条]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;备注&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[News]] [{{fullurl:News|action=edit}} Edit]&lt;br /&gt;
|[[首页/Current_events | 中文新闻]] [{{fullurl:首页/Current_events|action=edit}} 编辑]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[3DS exploits]]&lt;br /&gt;
|    [[N3DS漏洞|N3DS漏洞]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|    [[术语表]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[FAQ]]&lt;br /&gt;
|    [[常见问题解答]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Friend code]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Games]]&lt;br /&gt;
|    [[游戏|已发售游戏]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Serials]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:PC utilities|PC Utilities]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Hardware]]&lt;br /&gt;
|    [[N3DS硬件配置]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Peripherals]]&lt;br /&gt;
|    [[外设]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gamecards]]&lt;br /&gt;
|    [[游戏卡带]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Video Capture]]&lt;br /&gt;
|    [[视频捕捉]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nintendo Software]]&lt;br /&gt;
|    [[自带任天堂软件]]&lt;br /&gt;
|目录&lt;br /&gt;
|-&lt;br /&gt;
| [[3DS Development Unit Software]]&lt;br /&gt;
|    [[3DS开发机软件]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Memory layout]]&lt;br /&gt;
|    [[内存布局]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Services API]]&lt;br /&gt;
|    [[服务API]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[SVC|List of systemcalls]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[IO|List of IO registers]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Kernel_objects|Kernel objects]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:File_formats|File Formats]]&lt;br /&gt;
|    [[已知文件格式]]&lt;br /&gt;
|[[CCI]]/[[CXI]]/[[CIA]] [[CCI格式]]/[[CXI格式]]/[[CIA格式]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Title list]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Title metadata]]&lt;br /&gt;
|  [[TMD格式]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Update Data]]&lt;br /&gt;
|    [[系统更新的TitleID列表]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[SD Filesystem]]&lt;br /&gt;
|    [[SD卡文件系统]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Flash Filesystem]]&lt;br /&gt;
|    [[闪存文件系统]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bootloader]]&lt;br /&gt;
|    [[引导程序]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Savegames]]&lt;br /&gt;
|    [[游戏存档]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 文件系统 === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Nand/private/movable.sed]]&lt;br /&gt;
|  [[movable.sed文件]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ExeFS]]&lt;br /&gt;
|  [[ExeFS文件系统]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Extdata]]&lt;br /&gt;
|  [[Extdata数据]]&lt;br /&gt;
|-&lt;br /&gt;
|[[NS]]&lt;br /&gt;
|  [[NS模块]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Config_Savegame]]&lt;br /&gt;
|    [[NAND游戏存档格式]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 类别目录 ==&lt;br /&gt;
* 类别目录，指”Category:“为前缀的词条。使用了类别标签的词条，会自动出现到该类别的目录词条中去。&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:Services File formats]&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:文件格式 文件格式]&lt;br /&gt;
|-&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:Services Services]&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:服务 服务]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 其他词条 === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Automatic System Update Download]]&lt;br /&gt;
|    [[自动下载系统更新]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SD Savedata Backups]]&lt;br /&gt;
|  [[SD数据备份]]&lt;br /&gt;
|-&lt;br /&gt;
|[[DSiWare Exports]]&lt;br /&gt;
|  [[DSi软件]]&lt;br /&gt;
|-&lt;br /&gt;
|[[System Transfer]]&lt;br /&gt;
|  [[系统转移]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Save Data Transfer Tool]]&lt;br /&gt;
|  [[数据转移工具]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[LCD]]&lt;br /&gt;
|  [[液晶显示屏]]&lt;br /&gt;
|-&lt;br /&gt;
|[[3DSExplorer]]&lt;br /&gt;
|  [[3dsExplorer_工具]]  &lt;br /&gt;
|-&lt;br /&gt;
|[[Memory crash]]&lt;br /&gt;
|  [[内存崩溃]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 不建议翻译的词汇 === &lt;br /&gt;
有些词汇翻译后不便于理解。或者找不到合适的翻译。请统一不再翻译，并将其按首字母音序列于此处。&lt;br /&gt;
* H home-menu;&lt;br /&gt;
* I image;&lt;br /&gt;
* M metadata; &lt;br /&gt;
* T title;&lt;br /&gt;
&lt;br /&gt;
不建议翻译以下词组：&lt;br /&gt;
* 含bit，byte等表示位、字、字节等内容的词组，如256-byte&lt;br /&gt;
* 同上，U-16、U-32&lt;br /&gt;
&lt;br /&gt;
=== 建议采用的翻译 ===&lt;br /&gt;
* B&lt;br /&gt;
    block - 块&lt;br /&gt;
* E&lt;br /&gt;
    encrypt - 加密&lt;br /&gt;
    entries/entry - 入口&lt;br /&gt;
* F &lt;br /&gt;
    flag - 标志位&lt;br /&gt;
    Framebuffer - 帧缓冲&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E6%9B%B4%E6%96%B0%E7%9A%84TitleID%E5%88%97%E8%A1%A8&amp;diff=8526</id>
		<title>系统更新的TitleID列表</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E6%9B%B4%E6%96%B0%E7%9A%84TitleID%E5%88%97%E8%A1%A8&amp;diff=8526"/>
		<updated>2014-01-31T11:04:36Z</updated>

		<summary type="html">&lt;p&gt;T: add page from eng.ver Update_Data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页列出了每次系统更新的title。大部分内容直接来自wiki的表格[http://yls8.mtheall.com/reports.php].&lt;br /&gt;
内容来自英文页面，请勿随意编辑&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Update_Data}}&lt;br /&gt;
[[Category:中文翻译计划]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E6%9B%B4%E6%96%B0%E7%9A%84TitleID%E5%88%97%E8%A1%A8&amp;diff=8525</id>
		<title>系统更新的TitleID列表</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E6%9B%B4%E6%96%B0%E7%9A%84TitleID%E5%88%97%E8%A1%A8&amp;diff=8525"/>
		<updated>2014-01-31T11:02:05Z</updated>

		<summary type="html">&lt;p&gt;T: Created page with &amp;quot;本页列出了每次系统更新的title。大部分内容直接来自wiki的表格[http://yls8.mtheall.com/reports.php].  以下内容来自英文页面，请勿随意编辑 {{...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页列出了每次系统更新的title。大部分内容直接来自wiki的表格[http://yls8.mtheall.com/reports.php].&lt;br /&gt;
&lt;br /&gt;
以下内容来自英文页面，请勿随意编辑&lt;br /&gt;
{{:Update_Data}}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Navigation&amp;diff=8524</id>
		<title>首页/Navigation</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Navigation&amp;diff=8524"/>
		<updated>2014-01-31T10:56:35Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main page box|导航|首页/Navigation}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: -.3em -1em -1em -1em;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; bgcolor=&amp;quot;#fff&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2px&amp;quot; cellspacing=&amp;quot;2px&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#e7eef6&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;常规&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;N3DS硬件&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;  colspan=&amp;quot;2&amp;quot;  | &#039;&#039;&#039;N3DS软件&#039;&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #F5FAFF;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
*[[N3DS漏洞|N3DS漏洞]]&lt;br /&gt;
*[[术语表]]&lt;br /&gt;
*[[常见问题解答]]&lt;br /&gt;
*[[Friend code]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[游戏|已发售游戏]]&lt;br /&gt;
*[[Serials|序列号]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[:Category:PC utilities|PC端破解工具]]（英文分类）&lt;br /&gt;
*[[:Category:中文翻译计划|中文翻译计划]]（中文分类）&lt;br /&gt;
|&lt;br /&gt;
*[[N3DS硬件配置]]&lt;br /&gt;
*[[外设]]&lt;br /&gt;
*[[游戏卡带]]&lt;br /&gt;
*[[视频捕捉]]&lt;br /&gt;
|&lt;br /&gt;
*[[自带任天堂软件]]&lt;br /&gt;
*[[3DS开发机软件]]&lt;br /&gt;
*[[内存布局]]&lt;br /&gt;
*[[服务API]]&lt;br /&gt;
*[[系统调用列表]] &lt;br /&gt;
*[[IO|IO寄存器列表]] （英文）&lt;br /&gt;
*[[:Category:Kernel_objects|内核对象]]（英文）&lt;br /&gt;
|&lt;br /&gt;
*[[已知文件格式]]([[CCI]]/[[CXI]]/[[CIA]])&lt;br /&gt;
*[[Title list|程序ID列表]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[Title metadata|游戏元数据]]（英文）&lt;br /&gt;
*[[系统更新的TitleID列表]]&lt;br /&gt;
*[[SD卡文件系统]]&lt;br /&gt;
*[[闪存文件系统]]&lt;br /&gt;
*[[引导程序]]&lt;br /&gt;
*[[游戏存档]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{box-footer-empty}}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Navigation&amp;diff=8523</id>
		<title>首页/Navigation</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Navigation&amp;diff=8523"/>
		<updated>2014-01-31T10:35:22Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main page box|导航|首页/Navigation}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: -.3em -1em -1em -1em;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; bgcolor=&amp;quot;#fff&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2px&amp;quot; cellspacing=&amp;quot;2px&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#e7eef6&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;常规&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;N3DS硬件&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;  colspan=&amp;quot;2&amp;quot;  | &#039;&#039;&#039;N3DS软件&#039;&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #F5FAFF;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
*[[N3DS漏洞|N3DS漏洞]]&lt;br /&gt;
*[[术语表]]&lt;br /&gt;
*[[常见问题解答]]&lt;br /&gt;
*[[Friend code]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[游戏|已发售游戏]]&lt;br /&gt;
*[[Serials|序列号]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[:Category:PC utilities|PC端破解工具]]（英文）&lt;br /&gt;
*[[Category:中文翻译计划|中文翻译计划]]&lt;br /&gt;
|&lt;br /&gt;
*[[N3DS硬件配置]]&lt;br /&gt;
*[[外设]]&lt;br /&gt;
*[[游戏卡带]]&lt;br /&gt;
*[[视频捕捉]]&lt;br /&gt;
|&lt;br /&gt;
*[[自带任天堂软件]]&lt;br /&gt;
*[[3DS开发机软件]]&lt;br /&gt;
*[[内存布局]]&lt;br /&gt;
*[[服务API]]&lt;br /&gt;
*[[系统调用列表]] &lt;br /&gt;
*[[IO|IO寄存器列表]] （英文）&lt;br /&gt;
*[[:Category:Kernel_objects|内核对象]]（英文）&lt;br /&gt;
|&lt;br /&gt;
*[[已知文件格式]]([[CCI]]/[[CXI]]/[[CIA]])&lt;br /&gt;
*[[Title list|程序ID列表]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[Title metadata|游戏元数据]]（英文）&lt;br /&gt;
*[[Update Data|系统更新]]（英文）&lt;br /&gt;
*[[SD卡文件系统]]&lt;br /&gt;
*[[闪存文件系统]]&lt;br /&gt;
*[[引导程序]]&lt;br /&gt;
*[[游戏存档]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{box-footer-empty}}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=Category:%E4%B8%AD%E6%96%87%E7%BF%BB%E8%AF%91%E8%AE%A1%E5%88%92&amp;diff=8520</id>
		<title>Category:中文翻译计划</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=Category:%E4%B8%AD%E6%96%87%E7%BF%BB%E8%AF%91%E8%AE%A1%E5%88%92&amp;diff=8520"/>
		<updated>2014-01-31T10:24:23Z</updated>

		<summary type="html">&lt;p&gt;T: Created page with &amp;quot;Category:中文翻译计划  * 由于种种原因，wiki中文页面的情况，仅仅是“有限地跟进翻译英文wiki”的状态。即使如此诸般，大家也要有...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:中文翻译计划]]&lt;br /&gt;
&lt;br /&gt;
* 由于种种原因，wiki中文页面的情况，仅仅是“有限地跟进翻译英文wiki”的状态。即使如此诸般，大家也要有干劲地坚持下去哟！&lt;br /&gt;
* 此页面对中文翻译的词条进行了简单的索引。这样既避免了“被忘却的中文词条”，也方便了快速阅览全部中文词条。&lt;br /&gt;
* 翻译的文本中，出现了英文词条的链接时，可用从此页参考是否能够替换为中文词条的链接。&lt;br /&gt;
* 请勿翻译数据库条目，包括游戏列表、服务、指令等。&lt;br /&gt;
* 翻译时请在摘要中附带所翻译版本。如：{{fullurl:Automatic System Update Download|oldid=7511}}&lt;br /&gt;
在这个链接中，包含了词条[[Automatic_System_Update_Download]]以及词条的版本oldid=7511&lt;br /&gt;
而这个带有版本信息的链接，可以通过点击词条的“历史”链接，打开这样的页面{{fullurl:Automatic System Update Download|action=history}} 获取&lt;br /&gt;
&lt;br /&gt;
=== [[首页|首页词条]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;备注&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[News]] [{{fullurl:News|action=edit}} Edit]&lt;br /&gt;
|[[首页/Current_events | 中文新闻]] [{{fullurl:首页/Current_events|action=edit}} 编辑]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[3DS exploits]]&lt;br /&gt;
|    [[N3DS漏洞|N3DS漏洞]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|    [[术语表]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[FAQ]]&lt;br /&gt;
|    [[常见问题解答]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Friend code]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Games]]&lt;br /&gt;
|    [[游戏|已发售游戏]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Serials]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:PC utilities|PC Utilities]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Hardware]]&lt;br /&gt;
|    [[N3DS硬件配置]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Peripherals]]&lt;br /&gt;
|    [[外设]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gamecards]]&lt;br /&gt;
|    [[游戏卡带]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Video Capture]]&lt;br /&gt;
|    [[视频捕捉]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nintendo Software]]&lt;br /&gt;
|    [[自带任天堂软件]]&lt;br /&gt;
|目录&lt;br /&gt;
|-&lt;br /&gt;
| [[3DS Development Unit Software]]&lt;br /&gt;
|    [[3DS开发机软件]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Memory layout]]&lt;br /&gt;
|    [[内存布局]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Services API]]&lt;br /&gt;
|    [[服务API]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[SVC|List of systemcalls]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[IO|List of IO registers]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Kernel_objects|Kernel objects]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:File_formats|File Formats]]&lt;br /&gt;
|    [[已知文件格式]]&lt;br /&gt;
|[[CCI]]/[[CXI]]/[[CIA]] [[CCI格式]]/[[CXI格式]]/[[CIA格式]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Title list]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Title metadata]]&lt;br /&gt;
|  [[TMD格式]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Update Data]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[SD Filesystem]]&lt;br /&gt;
|    [[SD卡文件系统]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Flash Filesystem]]&lt;br /&gt;
|    [[闪存文件系统]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bootloader]]&lt;br /&gt;
|    [[引导程序]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Savegames]]&lt;br /&gt;
|    [[游戏存档]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 文件系统 === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Nand/private/movable.sed]]&lt;br /&gt;
|  [[movable.sed文件]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ExeFS]]&lt;br /&gt;
|  [[ExeFS文件系统]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Extdata]]&lt;br /&gt;
|  [[Extdata数据]]&lt;br /&gt;
|-&lt;br /&gt;
|[[NS]]&lt;br /&gt;
|  [[NS模块]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Config_Savegame]]&lt;br /&gt;
|    [[NAND游戏存档格式]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 类别目录 ==&lt;br /&gt;
* 类别目录，指”Category:“为前缀的词条。使用了类别标签的词条，会自动出现到该类别的目录词条中去。&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:Services File formats]&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:文件格式 文件格式]&lt;br /&gt;
|-&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:Services Services]&lt;br /&gt;
|  [http://3dbrew.org/wiki/Category:服务 服务]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 其他词条 === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Automatic System Update Download]]&lt;br /&gt;
|    [[自动下载系统更新]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SD Savedata Backups]]&lt;br /&gt;
|  [[SD数据备份]]&lt;br /&gt;
|-&lt;br /&gt;
|[[DSiWare Exports]]&lt;br /&gt;
|  [[DSi软件]]&lt;br /&gt;
|-&lt;br /&gt;
|[[System Transfer]]&lt;br /&gt;
|  [[系统转移]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Save Data Transfer Tool]]&lt;br /&gt;
|  [[数据转移工具]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[LCD]]&lt;br /&gt;
|  [[液晶显示屏]]&lt;br /&gt;
|-&lt;br /&gt;
|[[3DSExplorer]]&lt;br /&gt;
|  [[3dsExplorer_工具]]  &lt;br /&gt;
|-&lt;br /&gt;
|[[Memory crash]]&lt;br /&gt;
|  [[内存崩溃]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 不建议翻译的词汇 === &lt;br /&gt;
有些词汇翻译后不便于理解。或者找不到合适的翻译。请统一不再翻译，并将其按首字母音序列于此处。&lt;br /&gt;
* H home-menu;&lt;br /&gt;
* I image;&lt;br /&gt;
* M metadata; &lt;br /&gt;
* T title;&lt;br /&gt;
&lt;br /&gt;
不建议翻译以下词组：&lt;br /&gt;
* 含bit，byte等表示位、字、字节等内容的词组，如256-byte&lt;br /&gt;
* 同上，U-16、U-32&lt;br /&gt;
&lt;br /&gt;
=== 建议采用的翻译 ===&lt;br /&gt;
* B&lt;br /&gt;
    block - 块&lt;br /&gt;
* E&lt;br /&gt;
    encrypt - 加密&lt;br /&gt;
    entries/entry - 入口&lt;br /&gt;
* F &lt;br /&gt;
    flag - 标志位&lt;br /&gt;
    Framebuffer - 帧缓冲&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=NS%E6%A8%A1%E5%9D%97&amp;diff=8518</id>
		<title>NS模块</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=NS%E6%A8%A1%E5%9D%97&amp;diff=8518"/>
		<updated>2014-01-31T09:53:59Z</updated>

		<summary type="html">&lt;p&gt;T: translate 5% eng.ver http://3dbrew.org/w/index.php?title=NS&amp;amp;oldid=8508&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Services]]&lt;br /&gt;
[[Category:服务]]&lt;br /&gt;
[[Category:中文翻译计划]]&lt;br /&gt;
&lt;br /&gt;
NS (&#039;&#039;&#039;N&#039;&#039;&#039;intendo User Interface &#039;&#039;&#039;S&#039;&#039;&#039;hell 任天堂用户界面Shell) 系统模块是[[FIRM]] 进程载入后，从 CTR-NAND title载入的第一个模块。这个模块由PM进程载入， with the titleID loaded from NS state(hard-coded TID initialized during applet TID-array initialization). &lt;br /&gt;
NS首先载入[[ErrDisp]],接下来是菜单.在零售机上，菜单TID从NS state载入,而dev/debug机种的菜单 TID 从[[Config_Savegame|config]]载入.如果dev机的[[Config_Savegame|config]]没有了菜单TID块, NS将启用备用菜单。这个载入菜单的TID会写入 [[Configuration Memory|ACTIVEMENUTID]]. NS 使用[[PMApp:LaunchTitle|pm:app]]载入 title.&lt;br /&gt;
&lt;br /&gt;
NS will not trigger the [[ErrDisp|fatal-error]] screen when launching the regular/alternate menu fails.&lt;br /&gt;
&lt;br /&gt;
Like home menu NS is constantly running while the system is in 3DS-mode. When attempting to return to home-menu when the home-menu process isn&#039;t running(like when the process terminated/crashed), NS will trigger a [[ErrDisp|fatal]] error.&lt;br /&gt;
&lt;br /&gt;
= Alternate menu =&lt;br /&gt;
When launching the regular menu fails, NS will then attempt to launch the alternate menu. This title could be used as a recovery process, however it&#039;s normally not used after the factory. This title is used at the factory for installing system titles, this title seems to be installed from a factory gamecard. This installer title likely deletes itself from NAND once it&#039;s finished installing titles.&lt;br /&gt;
&lt;br /&gt;
On development Units, this is the [[3DS Development Unit GUI#Test Menu|Test Menu]], and isn&#039;t deleted after being setup at factory.&lt;br /&gt;
&lt;br /&gt;
= Auto-boot =&lt;br /&gt;
After [[PMApp:GetFIRMLaunchParams|loading]] [[FIRM]] params and prior to launching [[ErrDisp]]/Home Menu, NS handles auto-booting titles. The same code called by [[APT:Reboot]] is used for launching FIRM here. When the [[Configuration_Memory|UPDATEFLAG]] is set, NS will launch SAFE_MODE_FIRM with the application titleID set to the [[System_Settings#System_Updater|System Updater]] titleID for this region. When the UPDATEFLAG is not set, NS can auto-boot the following titles as well if [[Configuration_Memory|0x1FF80016]] bit0 is set.&lt;br /&gt;
&lt;br /&gt;
When bit1 and bit2 are value zero in [[Configuration_Memory|0x1FF80016]], NS will [[NSS:LaunchFIRM|launch]] the title specified by the [[FIRM]] parameters if the title-info is set. This FIRM launch is done after launching [[ErrDisp]] and Home Menu. Otherwise when [[Configuration_Memory|0x1FF80016]] is value 2 and the output u8 from [[PTM|PTMSYSM]] command 0x08140000 is value 0, NS will boot the title specified from the TWL TLNC block from FIRMparams+0x300. This is the same TLNC block which DSi titles wrote to RAM+0x300 for launching other titles via the launcher title. When handling the TLNC block, NS will boot the 3DS System Settings title when the TLNC titleID is the DSi System Settings titleID(the region field in the TLNC TID is not checked/used). When the TLNC titleID is not System Settings, NS will convert the input DSi titleID-high to the 3DS TWL titleID-high(tidhigh = (TLNCtidhigh &amp;amp; 0x7FFF) | 0x48000), then launch TWL_FIRM to run the title. NS does not support launching from gamecard via TLNC.&lt;br /&gt;
&lt;br /&gt;
= NS Workaround =&lt;br /&gt;
A &amp;quot;ns_workaround&amp;quot; was [[5.1.0-11|added]] in NS to workaround the flaw added with [[5.0.0-11]]. When NS is loading before launching any ARM11 processes and certain [[Configuration Memory]] fields are set, NS will launch [[Application_Manager_Services|AM]] then use command [[AM:InstallNATIVEFIRM]]. NS will then execute the code called by [[APT:StartNewestHomeMenu]], the code related to APT:PrepareToStartNewestHomeMenu is not executed here.&lt;br /&gt;
&lt;br /&gt;
NS will only execute this code-path when [[Configuration Memory|0x1FF80016]] is value zero, when KERNEL_VERSIONMAJOR is value 2, and when KERNEL_VERSIONMINOR is less than 35. Therefore, this code-path is only executed when the running NATIVE_FIFM version is prior to [[5.0.0-11]].&lt;br /&gt;
&lt;br /&gt;
= NS Service &amp;quot;ns:s&amp;quot; =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Command Header&lt;br /&gt;
!  Available since system version&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0001....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| [[NSS:LaunchFIRM|LaunchFIRM]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x000200C0&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| [[NSS:LaunchTitle|LaunchTitle]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0003....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| Wrapper for [[Process_Manager_Services|PMApp]] command 0x00030080.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0004....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| Wrapper for [[Process_Manager_Services|PMApp]] command 0x000500C0.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000500C0&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| [[NSS:LaunchApplicationFIRM|LaunchApplicationFIRM]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00060042&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| [[NSS:SetFIRMParams4A0|SetFIRMParams4A0]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00070042&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| This does initialization for the gamecard [[System_Update_CFA|system update]]. Then this checks whether this gamecard system-update needs to be installed, by comparing the title-version of the [[CVer]] [[CIA]] stored in the system-update CFA with the title-version of the CVer title already installed in NAND.&lt;br /&gt;
|-&lt;br /&gt;
| 0x00080000&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| This shuts down the gamecard system update interface: the shared memory is unmapped, the CFA archive is closed, state is cleared, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0009....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| Gamecard system update related.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| Gamecard system update related.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000B....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| Gamecard system update related.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000C....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| Gamecard system update related.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000D....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| [[NSS:SetFIRMParams4B0|SetFIRMParams4B0]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x000E....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| Wrapper for &amp;quot;ptm:sysm&amp;quot; service command 0x040700C0.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000F....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x00100180&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| [[NSS:RebootSystem|RebootSystem]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0011....&lt;br /&gt;
| [[1.0.0-0]] - [[2.0.0-2]]&lt;br /&gt;
| [[NSS:TerminateProcessTID|TerminateProcessTID]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x0012....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0013....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0014....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0015....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum sessions that can be used with this service is two, therefore only two processes can use this service at the same time.&lt;br /&gt;
&lt;br /&gt;
=APT Services=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Command Header&lt;br /&gt;
!  Available since system version&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00010040&lt;br /&gt;
| &lt;br /&gt;
| GetLockHandle&lt;br /&gt;
|-&lt;br /&gt;
| 0x00020080&lt;br /&gt;
| &lt;br /&gt;
| [[APTU:Initialize|Initialize]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00030040&lt;br /&gt;
| &lt;br /&gt;
| Enable&lt;br /&gt;
|-&lt;br /&gt;
| 0x00040040&lt;br /&gt;
| &lt;br /&gt;
| Finalize&lt;br /&gt;
|-&lt;br /&gt;
| 0x00050040&lt;br /&gt;
| &lt;br /&gt;
| GetAppletManInfo&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0x00060040&lt;br /&gt;
| &lt;br /&gt;
| GetAppletInfo&lt;br /&gt;
|-&lt;br /&gt;
| 0x00070000&lt;br /&gt;
| &lt;br /&gt;
| GetLastSignaledAppletId&lt;br /&gt;
|-&lt;br /&gt;
| 0x00080000&lt;br /&gt;
| &lt;br /&gt;
| CountRegisteredApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00090040&lt;br /&gt;
| &lt;br /&gt;
| [[APT:IsRegistered|IsRegistered]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A0040&lt;br /&gt;
| &lt;br /&gt;
| GetAttribute&lt;br /&gt;
|-&lt;br /&gt;
| 0x000B0040&lt;br /&gt;
| &lt;br /&gt;
| [[APTU:GetSignalType|InquireNotification]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x000C0104&lt;br /&gt;
| &lt;br /&gt;
| [[APT:SendParameter|SendParameter]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x000D0080&lt;br /&gt;
| &lt;br /&gt;
| [[APT:ReceiveParameter|ReceiveParameter]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x000E0080&lt;br /&gt;
| &lt;br /&gt;
| [[APT:GlanceParameter|GlanceParameter]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x000F0100&lt;br /&gt;
| &lt;br /&gt;
| [[APT:CancelParameter|CancelParameter]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x001000C2&lt;br /&gt;
| &lt;br /&gt;
| DebugFunc&lt;br /&gt;
|-&lt;br /&gt;
| 0x001100C0&lt;br /&gt;
| &lt;br /&gt;
| [[APT:MapProgramIdForDebug|MapProgramIdForDebug]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00120040&lt;br /&gt;
| &lt;br /&gt;
| SetHomeMenuAppletIdForDebug&lt;br /&gt;
|-&lt;br /&gt;
| 0x00130000&lt;br /&gt;
| &lt;br /&gt;
| GetPreparationState&lt;br /&gt;
|-&lt;br /&gt;
| 0x00140040&lt;br /&gt;
| &lt;br /&gt;
| SetPreparationState&lt;br /&gt;
|-&lt;br /&gt;
| 0x00150140&lt;br /&gt;
| &lt;br /&gt;
| [[APT:PrepareToStartApplication|PrepareToStartApplication]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00160040&lt;br /&gt;
| &lt;br /&gt;
| PreloadLibraryApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00170040&lt;br /&gt;
| &lt;br /&gt;
| FinishPreloadingLibraryApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00180040&lt;br /&gt;
| &lt;br /&gt;
| PrepareToStartLibraryApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00190040&lt;br /&gt;
| &lt;br /&gt;
| [[APT:PrepareToStartSystemApplet|PrepareToStartSystemApplet]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x001A0000&lt;br /&gt;
| &lt;br /&gt;
| PrepareToStartNewestHomeMenu&lt;br /&gt;
|-&lt;br /&gt;
| 0x001B00C4&lt;br /&gt;
| &lt;br /&gt;
| [[APT:StartApplication|StartApplication]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x001C0000&lt;br /&gt;
| &lt;br /&gt;
| WakeupApplication&lt;br /&gt;
|-&lt;br /&gt;
| 0x001D0000&lt;br /&gt;
| &lt;br /&gt;
| CancelApplication&lt;br /&gt;
|-&lt;br /&gt;
| 0x001E0084&lt;br /&gt;
| &lt;br /&gt;
| StartLibraryApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x001F0084&lt;br /&gt;
| &lt;br /&gt;
| [[APT:StartSystemApplet|StartSystemApplet]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00200044&lt;br /&gt;
| &lt;br /&gt;
| [[APT:StartNewestHomeMenu|StartNewestHomeMenu]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00210000&lt;br /&gt;
| &lt;br /&gt;
| OrderToCloseApplication&lt;br /&gt;
|-&lt;br /&gt;
| 0x00220040&lt;br /&gt;
| &lt;br /&gt;
| PrepareToCloseApplication&lt;br /&gt;
|-&lt;br /&gt;
| 0x00230040&lt;br /&gt;
| &lt;br /&gt;
| PrepareToJumpToApplication&lt;br /&gt;
|-&lt;br /&gt;
| 0x00240044&lt;br /&gt;
| &lt;br /&gt;
| JumpToApplication&lt;br /&gt;
|-&lt;br /&gt;
| 0x002500C0&lt;br /&gt;
| &lt;br /&gt;
| PrepareToCloseLibraryApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00260000&lt;br /&gt;
| &lt;br /&gt;
| PrepareToCloseSystemApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00270044&lt;br /&gt;
| &lt;br /&gt;
| CloseApplication&lt;br /&gt;
|-&lt;br /&gt;
| 0x00280044&lt;br /&gt;
| &lt;br /&gt;
| CloseLibraryApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00290044&lt;br /&gt;
| &lt;br /&gt;
| CloseSystemApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x002A0000&lt;br /&gt;
| &lt;br /&gt;
| OrderToCloseSystemApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x002B0000&lt;br /&gt;
| &lt;br /&gt;
| PrepareToJumpToHomeMenu&lt;br /&gt;
|-&lt;br /&gt;
| 0x002C0044&lt;br /&gt;
| &lt;br /&gt;
| JumpToHomeMenu&lt;br /&gt;
|-&lt;br /&gt;
| 0x002D0000&lt;br /&gt;
| &lt;br /&gt;
| PrepareToLeaveHomeMenu&lt;br /&gt;
|-&lt;br /&gt;
| 0x002E0044&lt;br /&gt;
| &lt;br /&gt;
| LeaveHomeMenu&lt;br /&gt;
|-&lt;br /&gt;
| 0x002F0040&lt;br /&gt;
| &lt;br /&gt;
| PrepareToLeaveResidentApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00300044&lt;br /&gt;
| &lt;br /&gt;
| LeaveResidentApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00310100&lt;br /&gt;
| &lt;br /&gt;
| PrepareToDoApplicationJump&lt;br /&gt;
|-&lt;br /&gt;
| 0x00320084&lt;br /&gt;
| &lt;br /&gt;
| DoApplicationJump&lt;br /&gt;
|-&lt;br /&gt;
| 0x00330000&lt;br /&gt;
| &lt;br /&gt;
| GetProgramIdOnApplicationJump&lt;br /&gt;
|-&lt;br /&gt;
| 0x00340084&lt;br /&gt;
| &lt;br /&gt;
| SendDeliverArg&lt;br /&gt;
|-&lt;br /&gt;
| 0x00350080&lt;br /&gt;
| &lt;br /&gt;
| ReceiveDeliverArg&lt;br /&gt;
|-&lt;br /&gt;
| 0x00360040&lt;br /&gt;
| &lt;br /&gt;
| LoadSysMenuArg&lt;br /&gt;
|-&lt;br /&gt;
| 0x00370042&lt;br /&gt;
| &lt;br /&gt;
| StoreSysMenuArg&lt;br /&gt;
|-&lt;br /&gt;
| 0x00380040&lt;br /&gt;
| &lt;br /&gt;
| PreloadResidentApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x00390040&lt;br /&gt;
| &lt;br /&gt;
| PrepareToStartResidentApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x003A0044&lt;br /&gt;
| &lt;br /&gt;
| StartResidentApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x003B0040&lt;br /&gt;
| &lt;br /&gt;
| CancelLibraryApplet&lt;br /&gt;
|-&lt;br /&gt;
| 0x003C0042&lt;br /&gt;
| &lt;br /&gt;
| SendDspSleep&lt;br /&gt;
|-&lt;br /&gt;
| 0x003D0042&lt;br /&gt;
| &lt;br /&gt;
| SendDspWakeUp&lt;br /&gt;
|-&lt;br /&gt;
| 0x003E0080&lt;br /&gt;
| &lt;br /&gt;
| ReplySleepQuery&lt;br /&gt;
|-&lt;br /&gt;
| 0x003F0040&lt;br /&gt;
| &lt;br /&gt;
| ReplySleepNotificationComplete&lt;br /&gt;
|-&lt;br /&gt;
| 0x00400042&lt;br /&gt;
| &lt;br /&gt;
| [[APT:SendCaptureBufferInfo|SendCaptureBufferInfo]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00410040&lt;br /&gt;
| &lt;br /&gt;
| [[APT:ReceiveCaptureBufferInfo|ReceiveCaptureBufferInfo]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00420080&lt;br /&gt;
| &lt;br /&gt;
| SleepSystem&lt;br /&gt;
|-&lt;br /&gt;
| 0x00430040&lt;br /&gt;
| &lt;br /&gt;
| NotifyToWait&lt;br /&gt;
|-&lt;br /&gt;
| 0x00440000&lt;br /&gt;
| &lt;br /&gt;
| GetSharedFont&lt;br /&gt;
|-&lt;br /&gt;
| 0x00450040&lt;br /&gt;
| &lt;br /&gt;
| GetWirelessRebootInfo&lt;br /&gt;
|-&lt;br /&gt;
| 0x00460104&lt;br /&gt;
| &lt;br /&gt;
| [[APT:Wrap|Wrap]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00470104&lt;br /&gt;
| &lt;br /&gt;
| [[APT:Unwrap|Unwrap]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00480100&lt;br /&gt;
| &lt;br /&gt;
| [[APT:GetProgramInfo|GetProgramInfo]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x00490180&lt;br /&gt;
| &lt;br /&gt;
| [[APT:Reboot|Reboot]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x004A0040&lt;br /&gt;
| &lt;br /&gt;
| [[APT:GetCaptureInfo|GetCaptureInfo]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x004B00C2&lt;br /&gt;
| &lt;br /&gt;
| [[APT:AppletUtility|AppletUtility]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x004C0000&lt;br /&gt;
| &lt;br /&gt;
| SetFatalErrDispMode&lt;br /&gt;
|-&lt;br /&gt;
| 0x004D0080&lt;br /&gt;
| &lt;br /&gt;
| [[APT:GetAppletProgramInfo|GetAppletProgramInfo]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x004E0000&lt;br /&gt;
| &lt;br /&gt;
| HardwareResetAsync&lt;br /&gt;
|-&lt;br /&gt;
| 0x004F....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0050....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0051....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0052....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0053....&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x00540040&lt;br /&gt;
| [[5.0.0-11]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These &amp;quot;APT:U&amp;quot; and &amp;quot;APT:S&amp;quot; applet services can handle launching &amp;quot;applets&amp;quot;, these services handle signaling for home/power button as well. Only one session for either APT service can be open at a time, normally processes close the service handle immediately once finished using the service.&lt;br /&gt;
&lt;br /&gt;
Applets returning to home-menu first use commands APT:PrepareToJumpToHomeMenu and APT:JumpToHomeMenu, followed by these commands to launch home-menu: [[APT:PrepareToStartSystemApplet]] and [[APT:StartSystemApplet]]. [[APT:PrepareToStartSystemApplet]] and [[APT:StartSystemApplet]] are also used for launching the [[Internet Browser]], the camera applet, etc.&lt;br /&gt;
&lt;br /&gt;
Processes launch applications via home-menu, not directly with [[APT:PrepareToStartApplication]] and [[APT:StartApplication]]. Regular applications can&#039;t directly launch applications since [[APT:StartApplication]] launches the process without terminating the currently running application.&lt;br /&gt;
&lt;br /&gt;
APT:PrepareToDoApplicationJump and APT:DoApplicationJump are used for launching applications(CTR/TWL applications, etc), for non-NATIVE_FIRM titles this does a FIRM launch.&lt;br /&gt;
&lt;br /&gt;
=AppIDs=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  AppID&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x101&lt;br /&gt;
| Home Menu&lt;br /&gt;
|-&lt;br /&gt;
| 0x110&lt;br /&gt;
| Camera applet&lt;br /&gt;
|-&lt;br /&gt;
| 0x114&lt;br /&gt;
| [[Internet Browser]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x300&lt;br /&gt;
| Application&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=NAND%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3%E6%A0%BC%E5%BC%8F&amp;diff=8514</id>
		<title>NAND游戏存档格式</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=NAND%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3%E6%A0%BC%E5%BC%8F&amp;diff=8514"/>
		<updated>2014-01-31T09:07:55Z</updated>

		<summary type="html">&lt;p&gt;T: translate fin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页介绍 [[Config_Services|Cfg]] [[System_SaveData|NAND]] [[游戏存档]]的格式.这些块可以通过CFG服务命令来访问。&lt;br /&gt;
&lt;br /&gt;
==存档文件 &amp;quot;/config&amp;quot; 的结构==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  偏移&lt;br /&gt;
!  长度&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x2&lt;br /&gt;
| 总入口&lt;br /&gt;
|-&lt;br /&gt;
| 0x2&lt;br /&gt;
| 0x2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4558&lt;br /&gt;
| 块入口&lt;br /&gt;
|-&lt;br /&gt;
| 0x455C&lt;br /&gt;
| &lt;br /&gt;
| 入口数据&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
/config文件的大小为 0x8000 byte&lt;br /&gt;
&lt;br /&gt;
==设置块入口 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  偏移&lt;br /&gt;
!  大小&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| BlkID&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| 大小&amp;gt;4时,是这个快的数据的偏移, 否则是这个块的数据的word.&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x2&lt;br /&gt;
| 大小&lt;br /&gt;
|-&lt;br /&gt;
| 0xA&lt;br /&gt;
| 0x2&lt;br /&gt;
| 标志位&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==设置块==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  BlkID&lt;br /&gt;
!  大小&lt;br /&gt;
!  标志位&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x00090000&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x2?&lt;br /&gt;
| 包含一个u64 ID, 进程通过 [[NWMUDS:Initialize]] 使用. 第一个字和[[CfgS:GetLocalFriendCodeSeed|LocalFriendCodeSeed]]相同, 后边一个字是一个独立的随机字.&lt;br /&gt;
|-&lt;br /&gt;
| 0x00090001&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0xE&lt;br /&gt;
| [[Cfg:GenHashConsoleUnique|GenHashConsoleUnique]]使用的console-unique u64,由 LocalFriendCodeSeed和随机数生成.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A0000&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 0xE&lt;br /&gt;
| 往下看吧.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A0002&lt;br /&gt;
| 0x1&lt;br /&gt;
| 0xA&lt;br /&gt;
| 语言&lt;br /&gt;
|-&lt;br /&gt;
| 0x000B0000&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x8&lt;br /&gt;
| 国家信息&lt;br /&gt;
|-&lt;br /&gt;
| 0x000F0000&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x8?&lt;br /&gt;
| 未知,dev-units的 [[NS]]使用[[SVC|svcKernelSetState]]时 Type为6.&lt;br /&gt;
|-&lt;br /&gt;
| 0x00110000&lt;br /&gt;
| 0x4&lt;br /&gt;
| ?&lt;br /&gt;
| 低U16指示是否需要进行系统设置.比如系统第一次启动时会做一次[[System Settings|System Format]]: 0=需要设置,非0=无需设置 &lt;br /&gt;
|-&lt;br /&gt;
| 0x00110001&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0xA?&lt;br /&gt;
| dev units的[[NS]]用于主画面载入的TitleID . (这个快可以在 dev units使用 [[3DS Development Unit Software#Config|Config]]编辑)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
dev unit TID block仅存在于dev units.&lt;br /&gt;
&lt;br /&gt;
===语言===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  ID&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| ja&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| en&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| fr&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| de&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| it&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| es&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| zh&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| ko&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| nl&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| pt&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| ru&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===国家信息===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Byte&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 国家代码,和DSi/Wii国家代码相同.值为0xff时无效.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===0x000A0000 Block===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Byte&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x0-0x13&lt;br /&gt;
| UTF-16用户名, 结尾没有NULL标志.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14-17&lt;br /&gt;
| 通常为0?&lt;br /&gt;
|-&lt;br /&gt;
| 0x18-0x1B&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=NAND%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3%E6%A0%BC%E5%BC%8F&amp;diff=8513</id>
		<title>NAND游戏存档格式</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=NAND%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3%E6%A0%BC%E5%BC%8F&amp;diff=8513"/>
		<updated>2014-01-31T01:05:06Z</updated>

		<summary type="html">&lt;p&gt;T: translate 60% eng.ver http://3dbrew.org/w/index.php?title=Config_Savegame&amp;amp;oldid=8463&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页介绍 [[Config_Services|Cfg]] [[System_SaveData|NAND]] [游戏存档]的格式.这些块可以通过CFG服务命令来访问。&lt;br /&gt;
&lt;br /&gt;
==存档文件 &amp;quot;/config&amp;quot; 的结构==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  偏移&lt;br /&gt;
!  长度&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x2&lt;br /&gt;
| 总入口&lt;br /&gt;
|-&lt;br /&gt;
| 0x2&lt;br /&gt;
| 0x2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4558&lt;br /&gt;
| 块入口&lt;br /&gt;
|-&lt;br /&gt;
| 0x455C&lt;br /&gt;
| &lt;br /&gt;
| 入口数据&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
/config文件的大小为 0x8000 byte&lt;br /&gt;
&lt;br /&gt;
==块入口的结构 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  偏移&lt;br /&gt;
!  大小&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| BlkID&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for this block when size is &amp;gt;4, otherwise this word is the data for this block.&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x2&lt;br /&gt;
| Size&lt;br /&gt;
|-&lt;br /&gt;
| 0xA&lt;br /&gt;
| 0x2&lt;br /&gt;
| Flags&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Configuration blocks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  BlkID&lt;br /&gt;
!  Size&lt;br /&gt;
!  Flags&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00090000&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x2?&lt;br /&gt;
| This contains a u64 ID, used by processes using [[NWMUDS:Initialize]]. The first word is the same as [[CfgS:GetLocalFriendCodeSeed|LocalFriendCodeSeed]], while the latter is a separate random word.&lt;br /&gt;
|-&lt;br /&gt;
| 0x00090001&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0xE&lt;br /&gt;
| This console-unique u64 used by [[Cfg:GenHashConsoleUnique|GenHashConsoleUnique]] is generated with the LocalFriendCodeSeed and with random data.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A0000&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 0xE&lt;br /&gt;
| See below.&lt;br /&gt;
|-&lt;br /&gt;
| 0x000A0002&lt;br /&gt;
| 0x1&lt;br /&gt;
| 0xA&lt;br /&gt;
| Language&lt;br /&gt;
|-&lt;br /&gt;
| 0x000B0000&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x8&lt;br /&gt;
| CountryInfo&lt;br /&gt;
|-&lt;br /&gt;
| 0x000F0000&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x8?&lt;br /&gt;
| Unknown, used by [[NS]] on dev-units for [[SVC|svcKernelSetState]], where Type is 6.&lt;br /&gt;
|-&lt;br /&gt;
| 0x00110000&lt;br /&gt;
| 0x4&lt;br /&gt;
| ?&lt;br /&gt;
| The low u16 indicates whether the system setup is required, such as when the system is booted for the first time or after doing a [[System Settings|System Format]]: 0 = setup required, non-zero = no setup required.&lt;br /&gt;
|-&lt;br /&gt;
| 0x00110001&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0xA?&lt;br /&gt;
| TitleID of the menu to launch, used by [[NS]] on dev units. (This block can be edited on dev units with [[3DS Development Unit Software#Config|Config]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The dev unit TID block only exists on dev units.&lt;br /&gt;
&lt;br /&gt;
===语言===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  ID&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| ja&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| en&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| fr&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| de&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| it&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| es&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| zh&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| ko&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| nl&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| pt&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| ru&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===国家信息===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Byte&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 国家代码,和DSi/Wii国家代码相同.值为0xff时无效.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===0x000A0000 Block===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Byte&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x0-0x13&lt;br /&gt;
| UTF-16 username, with no NULL-terminator.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14-17&lt;br /&gt;
| 通常为0?&lt;br /&gt;
|-&lt;br /&gt;
| 0x18-0x1B&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E5%86%85%E5%AD%98%E5%B4%A9%E6%BA%83&amp;diff=8340</id>
		<title>内存崩溃</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E5%86%85%E5%AD%98%E5%B4%A9%E6%BA%83&amp;diff=8340"/>
		<updated>2013-12-25T12:08:16Z</updated>

		<summary type="html">&lt;p&gt;T: translate eng.ver http://3dbrew.org/w/index.php?title=Memory_crash&amp;amp;oldid=8321&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 网络浏览器 ==&lt;br /&gt;
内存溢出时，[[网络浏览器]]发生崩溃&lt;br /&gt;
&lt;br /&gt;
网络浏览器可以：&lt;br /&gt;
*&#039;&#039;&#039;显示&#039;&#039;&#039;   一个数值不大于2097152的字符JavaScript变量(2MB)&lt;br /&gt;
*&#039;&#039;&#039;存储&#039;&#039;&#039; (不显示) 一个不大于2147483648字符的Javascript变量 (2GB)&lt;br /&gt;
&lt;br /&gt;
所以，如果显示的字符超过2097152个，网络浏览器（有时是整个系统）会发生崩溃。&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEMO (by DamiHack): http://damihack.altervista.org/3ds_crash.php&lt;br /&gt;
&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E8%AE%BE%E7%BD%AE&amp;diff=8282</id>
		<title>系统设置</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E8%AE%BE%E7%BD%AE&amp;diff=8282"/>
		<updated>2013-11-09T10:21:35Z</updated>

		<summary type="html">&lt;p&gt;T: translate eng.ver http://3dbrew.org/w/index.php?title=System_Settings&amp;amp;oldid=8247&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;System Settings&#039;&#039;&#039;允许您管理各种设置，使用[[System Transfer]], 使用数据管理功能。&lt;br /&gt;
&lt;br /&gt;
== 数据管理 ==&lt;br /&gt;
&lt;br /&gt;
=== 3DS ===&lt;br /&gt;
&lt;br /&gt;
在这里，您可以管理3DS extra data，3DSWare/&amp;quot;Software&amp;quot;。&lt;br /&gt;
管理安装到SD卡的3DS软件时，内核读取[[Title Database|title.db]]，接收[[Application Manager Services PXI|AM]]命令。AM从title.db文件获得已安装的title，title大小和每个title的CMD文件的名称，cmd文件是用来检查title数据真实性的（产品代码，title版本，并得到一个列表。 而对于电子手册的包，一样会将每个Title保留到title.db中，但不会被数据管理工具读取到). 对于列出的每个title，它都会通过CMD文件检查title签名。如果title通过了签名认证，Data Management 从可执行的NCCH([[CXI]])中 解密/读取 ICN 数据并显示title占用的存储空间大小。如果title没有通过签名认证，会显示占位图标(浅灰色背景的&#039;?&#039;), 名称(&#039;????????&#039;) 以及占用的存储空间为零. 删除titles会从title.db and import.db中移除title数据, 并删除对应文件夹。&lt;br /&gt;
&lt;br /&gt;
=== DSiWare ===&lt;br /&gt;
见[[DSi软件]],词条合并了[[DSiWare Exports]]的内容&lt;br /&gt;
&lt;br /&gt;
== System Format ==&lt;br /&gt;
大部分 System Format 是 [[FS:InitializeCtrFileSystem]] 处理的. 此命令更新keyY 的high u64,存储在[[Nand/private/movable.sed|movable.sed]]. 由于 keyY 升级了,旧 keyY 存储在 [[SD_Filesystem|SD]] 卡的数据(sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;) 和 [[Flash_Filesystem|nand/data/&amp;lt;ID0&amp;gt;]] 现在没用啦.系统会删除 SD/NAND 的这两个目录.&lt;br /&gt;
&lt;br /&gt;
== 系统更新 ==&lt;br /&gt;
除去只有在系统更新时可用这点，系统更新的title与常规的系统设置相同。 在开发机中, 这个title只在特定条件下可以载入。&lt;br /&gt;
&lt;br /&gt;
在零售机中，当必须联网才能使用的home menu以外的3DS软件时，这个title可用。比如使用eshop时系统版本低于当前版本。此时选择取消会造成关机。系统启动时[[Configuration_Memory|UPDATEFLAG]]被置位,[[NS]] 会从SAFE_MODE_FIRM登陆来运行这个title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==退出设置==&lt;br /&gt;
退出后，系统重新引导，而不是简单地返回home menu。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ExtData ==&lt;br /&gt;
系统设置的ExtData [[Extdata#Filesystem|File System]]结构如下：&lt;br /&gt;
&lt;br /&gt;
 root&lt;br /&gt;
 ├── icon&lt;br /&gt;
 ├── boss&lt;br /&gt;
 └── user&lt;br /&gt;
     ├── Backup.dat&lt;br /&gt;
     └── MsetExt.dat&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  文件&lt;br /&gt;
!  说明&lt;br /&gt;
!  大小&lt;br /&gt;
!  FW介绍&lt;br /&gt;
!  明文&lt;br /&gt;
|-&lt;br /&gt;
|  icon&lt;br /&gt;
|  Stubbed. 通常为 image 00000002.&lt;br /&gt;
|  0x4 Byte&lt;br /&gt;
|  n/a&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|  MsetExt.dat&lt;br /&gt;
|  [[DSiWare Exports]] 管理&lt;br /&gt;
|  0x960 Byte&lt;br /&gt;
|  [[2.0.0-2]]&lt;br /&gt;
|  [https://dl.dropboxusercontent.com/u/60710927/CTR/Sample/SystemSettingsExtdata/MsetExt.dat 下载]&lt;br /&gt;
|-&lt;br /&gt;
|  Backup.dat&lt;br /&gt;
|  [[SD Savedata Backups]] 管理&lt;br /&gt;
|  0xf5a0 Byte&lt;br /&gt;
|  [[6.0.0-11]]&lt;br /&gt;
|  [https://dl.dropboxusercontent.com/u/60710927/CTR/Sample/SystemSettingsExtdata/Backup.dat 下载]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MsetExt.dat ===&lt;br /&gt;
保存DSiWare Export多达300槽的记录。每个记录的格式为：&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 偏移&lt;br /&gt;
! 长度&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
|  0&lt;br /&gt;
|  4&lt;br /&gt;
|  小尾格式的Game Code&lt;br /&gt;
|-&lt;br /&gt;
|  0x4&lt;br /&gt;
|  4&lt;br /&gt;
|  Reserved&lt;br /&gt;
|}&lt;br /&gt;
所有未使用的条目使用&amp;quot;0xff&amp;quot;填充。&lt;br /&gt;
&lt;br /&gt;
=== Backup.dat ===&lt;br /&gt;
保存 [[SD Savedata Backups]]的30个存档备份。结构为：&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  偏移&lt;br /&gt;
!  长度&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
|  0x000&lt;br /&gt;
|  8&lt;br /&gt;
|  Reserved&lt;br /&gt;
|-&lt;br /&gt;
|  0x8&lt;br /&gt;
|  0x800 (0x80*16)&lt;br /&gt;
|  16 UTF-16 Title String&lt;br /&gt;
|-&lt;br /&gt;
|  0x808&lt;br /&gt;
|  8&lt;br /&gt;
|  Title ID&lt;br /&gt;
|-&lt;br /&gt;
|  0x810&lt;br /&gt;
|  8&lt;br /&gt;
|  未知&lt;br /&gt;
|-&lt;br /&gt;
|  0x818&lt;br /&gt;
|  8&lt;br /&gt;
|  Save Data总大小&lt;br /&gt;
|-&lt;br /&gt;
|  0x820&lt;br /&gt;
|  0x10&lt;br /&gt;
|  Reserved&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=3dsExplorer_%E5%B7%A5%E5%85%B7&amp;diff=8277</id>
		<title>3dsExplorer 工具</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=3dsExplorer_%E5%B7%A5%E5%85%B7&amp;diff=8277"/>
		<updated>2013-11-07T07:27:13Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox homebrew&lt;br /&gt;
| title       = 3DSExplorer&lt;br /&gt;
| image     = [[Image:3DSCube_128px.png|128px]]&lt;br /&gt;
| type        = pc utility&lt;br /&gt;
| author      = [[User:Elisherer|elisherer]]&lt;br /&gt;
| download    = http://3dsexplorer.googlecode.com/files/3dsexplorer_v1.5.3.zip&lt;br /&gt;
| source = http://code.google.com/p/3dsexplorer/&lt;br /&gt;
| version     = 1.5.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
3DSExplorer 可以打开 3DS 的文件并且查看3DBrew解密的信息。&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;请使用最新版，我们已经修复了旧版本的一些bug。&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;请不要自行上传分享此工具，使用google code站点的链接就好了。&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 使用说明 ==&lt;br /&gt;
&lt;br /&gt;
工具需要&#039;&#039;.NET Framework 4.0&#039;&#039;&#039;支持，可以从 [http://www.microsoft.com/download/en/details.aspx?id=17851 这里]获得&lt;br /&gt;
&lt;br /&gt;
切记：如果你想安装此工具到Mac、Linux或者FreeBSD，需要安装的wine版本要高于15。&lt;br /&gt;
&lt;br /&gt;
此工具在 Linux 下可以正常使用，但是不知Mac OS X上情形如何。&lt;br /&gt;
&lt;br /&gt;
打开:&lt;br /&gt;
* CTR Cartridge Image files ([[NCSD|CCI]]/[[NCSD|CSU]]) (NCSD)&lt;br /&gt;
* CTR eXecutable Image files ([[NCCH#CXI|CXI]]) (NCCH)&lt;br /&gt;
* CTR File Archives ([[NCCH#CFA|CFA]]) (NCCH)&lt;br /&gt;
* CTR Importable Archives ([[CIA]])&lt;br /&gt;
* CTR Icons ([[SMDH|ICN]]) (SMDH)&lt;br /&gt;
* CTR Banners (BNR) (CBMD + BCWAV)&lt;br /&gt;
* CTR Waves ([[BCWAV]])&lt;br /&gt;
* CTR Banner Model Data ([[CBMD]])&lt;br /&gt;
* CTR Graphics ([[CBMD|CGFX]]) (CBMD)&lt;br /&gt;
* [[DARC]] (file containers) / [[BCMA]] CTR-Manuals&lt;br /&gt;
* Save Flash binaries ([[Savegames|SAV]]) (解密或加密的)&lt;br /&gt;
* Title meta data 文件 ([[TMD]]),&lt;br /&gt;
* Multi-Picture 对象 ([[MPO]]) , (3D 图像)&lt;br /&gt;
&lt;br /&gt;
转换:&lt;br /&gt;
* 把2D/3D的MJPG编码AVI文件转换给3DS (可以直接从YouTube下载)&lt;br /&gt;
&lt;br /&gt;
Some of the file formats can be saved with replaced contents.&lt;br /&gt;
&lt;br /&gt;
== 从zip/7z压缩包读取3ds/cci/csu文件的选项 ==&lt;br /&gt;
&lt;br /&gt;
把3ds/cci/csu文件打包为7z/zip (with any other file you want like nfo file)&lt;br /&gt;
&lt;br /&gt;
然后你就能用3dsexplorer打开它了。 &#039;&#039;&#039;But be aware that only the first cxi will be loaded and saving capabilities will not be available.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(3DSExplorer looks for the first file with the proper extension and reads the first 0x5000 bytes)&lt;br /&gt;
&lt;br /&gt;
== 功能预告 ==&lt;br /&gt;
&lt;br /&gt;
for v1.6&lt;br /&gt;
* 像ctrtool一样从CIA提取二进制文件。&lt;br /&gt;
&lt;br /&gt;
== 版本历史 ==&lt;br /&gt;
&lt;br /&gt;
v1.5.3&lt;br /&gt;
*Revert supertrim from deleting the last partition record.&lt;br /&gt;
&lt;br /&gt;
v1.5.2&lt;br /&gt;
* Added Trim, Un-Trim and SuperTrim for CCI by 3DSGuy (aka ps3hen)&lt;br /&gt;
+ (Open up a CCI file and a new menu &amp;quot;CCI&amp;quot; will appear.)&lt;br /&gt;
&lt;br /&gt;
v1.5.1&lt;br /&gt;
* MPO: Added some info found by Thib&lt;br /&gt;
* Fixed: title.db update process.&lt;br /&gt;
* Parentool 3ds algorithm fixed (was wrong)&lt;br /&gt;
v1.5&lt;br /&gt;
* Added: QR Tool&lt;br /&gt;
* Added: Parental Control Unlocker (for 3DS as found by neimod, and for the DSi/Wii as on marcan&#039;s site)&lt;br /&gt;
v1.4&lt;br /&gt;
* Added: support for BCMA/DARC files/containers.&lt;br /&gt;
* Added: DSDecmp GUI for compression/decompression of LZ-10/11/Ovl &amp;amp; Huffman4/8.&lt;br /&gt;
* Updated: XOR Tool&#039;s file text boxes accept drag&amp;amp;drop (DSDecmp GUI&#039;s also).&lt;br /&gt;
v1.3 (3DSGuy)&lt;br /&gt;
* Added *.cfa as an openable file (associated with CXI module)&lt;br /&gt;
* Used more general terms for CXI/CFA and 3DS/CCI/CSU with NCCH and NCSD respectively, while the general terms are more broad, they are correct, as a CFA file is not a CXI file.&lt;br /&gt;
* Fixed the Number of NCCH from 13 to 8 in the CCI module&lt;br /&gt;
* Changed the NCSD header readings to match the current specs on 3DBrew, with the exception of the &amp;quot;ExHeader size/Exheader Hash&amp;quot;, as they are always zero in every NCSD.&lt;br /&gt;
* Made the ExHeader an extractable file from NCCH files.&lt;br /&gt;
v1.2.1&lt;br /&gt;
* fixed opening of cia files (thanks 3dsguy)&lt;br /&gt;
* updated title.db up to release #183&lt;br /&gt;
v1.2&lt;br /&gt;
* Added: The product codes and maker codes are now in a file called title.db&lt;br /&gt;
* Added: 3ds/cci/csu can be opened from zip/7z files with limited information (cci,1st cxi &amp;amp; crc32)&lt;br /&gt;
v1.1.1&lt;br /&gt;
* fixed file tree activation bugs&lt;br /&gt;
* fixed some typos&lt;br /&gt;
* CCI: added an option to save cxi file (right click the CXI node in the file tree)&lt;br /&gt;
v1.1 - Happy Holidays&lt;br /&gt;
* New opens CXI files&lt;br /&gt;
* New opens CSU files (CTR System update - same as CCI)&lt;br /&gt;
* New opens ICN files (CTR Icons)&lt;br /&gt;
* Added QuickCRC32 tool to check for authenticity (also added CRC32 to hash tool)&lt;br /&gt;
* Generalized the explorer (the source code of the explorer is general, now it would be easier to add more file formats)&lt;br /&gt;
* 3D Video converter: Progress is working, fixed a lot, now works almost flawlessly.&lt;br /&gt;
* CCI: Added more information to the header.&lt;br /&gt;
* MPO: Added Nintendo&#039;s MakerNote structure.&lt;br /&gt;
v1.0&lt;br /&gt;
* Better late then ever...update to v1.0 so I can continue with the regular&lt;br /&gt;
version giving.&lt;br /&gt;
* Added MPO support (3D Images taken by the 3ds camera)&lt;br /&gt;
* 3D Video Conversion tool to convert youtube 3d videos to 3DS-3D MJPG videos...&lt;br /&gt;
* more bug fixes (as always)&lt;br /&gt;
v0.96&lt;br /&gt;
* Moved to .NET Framework 4.0 (because of OpenGL Support)&lt;br /&gt;
* Improved SRAM key search algorithm (fixes Starfox 3D)&lt;br /&gt;
* Added initial support for CWAV, CGFX&lt;br /&gt;
* New nifty about screen (3d logo)&lt;br /&gt;
* Preparations made for wav (CWAV) &amp;amp; 3d model (CMDL) decoding (WIP)&lt;br /&gt;
* Now the application needs 2 external DLLs for SharpGL&lt;br /&gt;
v0.9&lt;br /&gt;
* Now checks for update on startup (can be disabled)&lt;br /&gt;
* Added link to the Google-code site&lt;br /&gt;
* CIA: Can replace icons with any picture you want (Saving enabled)&lt;br /&gt;
* More bug fixes&lt;br /&gt;
v0.89&lt;br /&gt;
* CIA: Icons color mapping corrected (It&#039;s RGB565)&lt;br /&gt;
* ImageBox now has a zoom button.&lt;br /&gt;
* XOR Tool: New features: Xor byte arrays, AES-ctr sandbox.&lt;br /&gt;
* More bug fixes and mostly source code redesign&lt;br /&gt;
v0.83&lt;br /&gt;
* CIA: Fix: Correct Ticket&lt;br /&gt;
* CIA: Icon color mapping fixed (RGB -&amp;gt; GBR)&lt;br /&gt;
v0.82&lt;br /&gt;
* CIA: Added Banner icons viewing (Double click an icon to show it in the Banner&#039;s Metadata section)&lt;br /&gt;
v0.81&lt;br /&gt;
* Fix bug when opening TMD files&lt;br /&gt;
v0.8&lt;br /&gt;
* CIA support&lt;br /&gt;
* Changed GUI + Skin&lt;br /&gt;
* Fixed some bugs&lt;br /&gt;
v0.7&lt;br /&gt;
* More information on sav files&lt;br /&gt;
* Now all information is grouped&lt;br /&gt;
* Bug fixes for all contexts&lt;br /&gt;
* Hash tool supports HMAC&lt;br /&gt;
* Source code rewritten for optimization..&lt;br /&gt;
* [Experimental] Can now replace original files into sav image and save it to a new created sav file.&lt;br /&gt;
v0.62&lt;br /&gt;
* Bug fixes&lt;br /&gt;
* Rearranged the gui&lt;br /&gt;
* Now the exe file is a release and not a debug.&lt;br /&gt;
* Context menu for files in the filesystem list.&lt;br /&gt;
v0.61&lt;br /&gt;
* Fix for DATA partitions files save (wrong offsets)...&lt;br /&gt;
* Can now be associated with sav/bin/3ds/tmd files to open files from the explorer...&lt;br /&gt;
* Hashtool and XORtool can be opened while working with the explorer part of the program.&lt;br /&gt;
v0.6&lt;br /&gt;
* New GUI&lt;br /&gt;
* Improved algorithms (SAV files mainly)&lt;br /&gt;
* More information shown&lt;br /&gt;
* NEW and improved Hash Tool.&lt;br /&gt;
v0.55&lt;br /&gt;
* Works with most save files.&lt;br /&gt;
* More of the save structure understood&lt;br /&gt;
* Saving of files from the sav image fixed.&lt;br /&gt;
v0.53&lt;br /&gt;
* Fix for the tmd (now has certificates)&lt;br /&gt;
* TMD: Still not supporting SHA1 type&lt;br /&gt;
v0.52&lt;br /&gt;
* TMD now works&lt;br /&gt;
* Save opening was improved&lt;br /&gt;
* No question rather it&#039;s encrypted or not (autodetect)&lt;br /&gt;
&lt;br /&gt;
v0.51&lt;br /&gt;
* fix for save files from save image&lt;br /&gt;
* feature: save image file from sav binary&lt;br /&gt;
&lt;br /&gt;
v0.5&lt;br /&gt;
* new GUI now has file box&lt;br /&gt;
* fix for a few save files&lt;br /&gt;
* now can save files from save and 3ds (from 3ds still encrypted) by double clicking a file.&lt;br /&gt;
* when opening a crypted save you can save the key to a file&lt;br /&gt;
* now on google code using SVN (moved from github)&lt;br /&gt;
&lt;br /&gt;
v0.3&lt;br /&gt;
* changed the name of the application&lt;br /&gt;
* initial work on opening save binary files&lt;br /&gt;
* already opens save binary files, decrypts them and shows some info&lt;br /&gt;
&lt;br /&gt;
* I&#039;ll be happy to get some help from you guys on this...&lt;br /&gt;
&lt;br /&gt;
v0.1&lt;br /&gt;
* opens 3DS files and creates a treeview with the information&lt;br /&gt;
* can&#039;t decrypt the ExeFS (as no key yet to be found)&lt;br /&gt;
&lt;br /&gt;
== 屏幕截图 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 3dsexplorer.png]]&lt;br /&gt;
&lt;br /&gt;
== 最新版本 ==&lt;br /&gt;
&lt;br /&gt;
你可以从[http://3dsexplorer.googlecode.com/svn/trunk/3DSExplorer/bin/3DSExplorer.exe 这里]获得工具最新版 ，当然最新版可能会有bug。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=3dsExplorer_%E5%B7%A5%E5%85%B7&amp;diff=8276</id>
		<title>3dsExplorer 工具</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=3dsExplorer_%E5%B7%A5%E5%85%B7&amp;diff=8276"/>
		<updated>2013-11-07T07:22:33Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox homebrew&lt;br /&gt;
| title       = 3DSExplorer&lt;br /&gt;
| image     = [[Image:3DSCube_128px.png|128px]]&lt;br /&gt;
| type        = pc utility&lt;br /&gt;
| author      = [[User:Elisherer|elisherer]]&lt;br /&gt;
| download    = http://3dsexplorer.googlecode.com/files/3dsexplorer_v1.5.3.zip&lt;br /&gt;
| source = http://code.google.com/p/3dsexplorer/&lt;br /&gt;
| version     = 1.5.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
3DSExplorer 可以打开 3DS 的文件并且查看3DBrew解密的信息。&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;请使用最新版，我们已经修复了旧版本的一些bug。&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;请不要自行上传分享此工具，使用google code站点的链接就好了。&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 使用说明 ==&lt;br /&gt;
&lt;br /&gt;
需要&#039;&#039;.NET Framework 4.0&#039;&#039;&#039;支持，可以从这里获得： [http://www.microsoft.com/download/en/details.aspx?id=17851 here].&lt;br /&gt;
&lt;br /&gt;
切记：如果你想安装此工具到Mac、Linux或者FreeBSD，需要安装的wine版本要高于15。&lt;br /&gt;
&lt;br /&gt;
此工具在 Linux 下可以正常使用，但是不知Mac OS X上情形如何。&lt;br /&gt;
&lt;br /&gt;
Opens:&lt;br /&gt;
* CTR Cartridge Image files ([[NCSD|CCI]]/[[NCSD|CSU]]) (NCSD)&lt;br /&gt;
* CTR eXecutable Image files ([[NCCH#CXI|CXI]]) (NCCH)&lt;br /&gt;
* CTR File Archives ([[NCCH#CFA|CFA]]) (NCCH)&lt;br /&gt;
* CTR Importable Archives ([[CIA]])&lt;br /&gt;
* CTR Icons ([[SMDH|ICN]]) (SMDH)&lt;br /&gt;
* CTR Banners (BNR) (CBMD + BCWAV)&lt;br /&gt;
* CTR Waves ([[BCWAV]])&lt;br /&gt;
* CTR Banner Model Data ([[CBMD]])&lt;br /&gt;
* CTR Graphics ([[CBMD|CGFX]]) (CBMD)&lt;br /&gt;
* [[DARC]] (file containers) / [[BCMA]] CTR-Manuals&lt;br /&gt;
* Save Flash binaries ([[Savegames|SAV]]) (decrypted or encrypted)&lt;br /&gt;
* Title meta data files ([[TMD]]),&lt;br /&gt;
* Multi-Picture Objects ([[MPO]]) , (3D Images)&lt;br /&gt;
&lt;br /&gt;
转换:&lt;br /&gt;
* 把2D/3D的MJPG编码AVI文件转换给3DS (可以直接从YouTube下载)&lt;br /&gt;
&lt;br /&gt;
Some of the file formats can be saved with replaced contents.&lt;br /&gt;
&lt;br /&gt;
== 从zip/7z压缩包读取3ds/cci/csu文件的选项 ==&lt;br /&gt;
&lt;br /&gt;
把3ds/cci/csu文件打包为7z/zip (with any other file you want like nfo file)&lt;br /&gt;
&lt;br /&gt;
然后你就能用3dsexplorer打开它了。 &#039;&#039;&#039;But be aware that only the first cxi will be loaded and saving capabilities will not be available.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(3DSExplorer looks for the first file with the proper extension and reads the first 0x5000 bytes)&lt;br /&gt;
&lt;br /&gt;
== 功能预告 ==&lt;br /&gt;
&lt;br /&gt;
for v1.6&lt;br /&gt;
* 像ctrtool一样从CIA提取二进制文件。&lt;br /&gt;
&lt;br /&gt;
== 版本历史 ==&lt;br /&gt;
&lt;br /&gt;
v1.5.3&lt;br /&gt;
*Revert supertrim from deleting the last partition record.&lt;br /&gt;
&lt;br /&gt;
v1.5.2&lt;br /&gt;
* Added Trim, Un-Trim and SuperTrim for CCI by 3DSGuy (aka ps3hen)&lt;br /&gt;
+ (Open up a CCI file and a new menu &amp;quot;CCI&amp;quot; will appear.)&lt;br /&gt;
&lt;br /&gt;
v1.5.1&lt;br /&gt;
* MPO: Added some info found by Thib&lt;br /&gt;
* Fixed: title.db update process.&lt;br /&gt;
* Parentool 3ds algorithm fixed (was wrong)&lt;br /&gt;
v1.5&lt;br /&gt;
* Added: QR Tool&lt;br /&gt;
* Added: Parental Control Unlocker (for 3DS as found by neimod, and for the DSi/Wii as on marcan&#039;s site)&lt;br /&gt;
v1.4&lt;br /&gt;
* Added: support for BCMA/DARC files/containers.&lt;br /&gt;
* Added: DSDecmp GUI for compression/decompression of LZ-10/11/Ovl &amp;amp; Huffman4/8.&lt;br /&gt;
* Updated: XOR Tool&#039;s file text boxes accept drag&amp;amp;drop (DSDecmp GUI&#039;s also).&lt;br /&gt;
v1.3 (3DSGuy)&lt;br /&gt;
* Added *.cfa as an openable file (associated with CXI module)&lt;br /&gt;
* Used more general terms for CXI/CFA and 3DS/CCI/CSU with NCCH and NCSD respectively, while the general terms are more broad, they are correct, as a CFA file is not a CXI file.&lt;br /&gt;
* Fixed the Number of NCCH from 13 to 8 in the CCI module&lt;br /&gt;
* Changed the NCSD header readings to match the current specs on 3DBrew, with the exception of the &amp;quot;ExHeader size/Exheader Hash&amp;quot;, as they are always zero in every NCSD.&lt;br /&gt;
* Made the ExHeader an extractable file from NCCH files.&lt;br /&gt;
v1.2.1&lt;br /&gt;
* fixed opening of cia files (thanks 3dsguy)&lt;br /&gt;
* updated title.db up to release #183&lt;br /&gt;
v1.2&lt;br /&gt;
* Added: The product codes and maker codes are now in a file called title.db&lt;br /&gt;
* Added: 3ds/cci/csu can be opened from zip/7z files with limited information (cci,1st cxi &amp;amp; crc32)&lt;br /&gt;
v1.1.1&lt;br /&gt;
* fixed file tree activation bugs&lt;br /&gt;
* fixed some typos&lt;br /&gt;
* CCI: added an option to save cxi file (right click the CXI node in the file tree)&lt;br /&gt;
v1.1 - Happy Holidays&lt;br /&gt;
* New opens CXI files&lt;br /&gt;
* New opens CSU files (CTR System update - same as CCI)&lt;br /&gt;
* New opens ICN files (CTR Icons)&lt;br /&gt;
* Added QuickCRC32 tool to check for authenticity (also added CRC32 to hash tool)&lt;br /&gt;
* Generalized the explorer (the source code of the explorer is general, now it would be easier to add more file formats)&lt;br /&gt;
* 3D Video converter: Progress is working, fixed a lot, now works almost flawlessly.&lt;br /&gt;
* CCI: Added more information to the header.&lt;br /&gt;
* MPO: Added Nintendo&#039;s MakerNote structure.&lt;br /&gt;
v1.0&lt;br /&gt;
* Better late then ever...update to v1.0 so I can continue with the regular&lt;br /&gt;
version giving.&lt;br /&gt;
* Added MPO support (3D Images taken by the 3ds camera)&lt;br /&gt;
* 3D Video Conversion tool to convert youtube 3d videos to 3DS-3D MJPG videos...&lt;br /&gt;
* more bug fixes (as always)&lt;br /&gt;
v0.96&lt;br /&gt;
* Moved to .NET Framework 4.0 (because of OpenGL Support)&lt;br /&gt;
* Improved SRAM key search algorithm (fixes Starfox 3D)&lt;br /&gt;
* Added initial support for CWAV, CGFX&lt;br /&gt;
* New nifty about screen (3d logo)&lt;br /&gt;
* Preparations made for wav (CWAV) &amp;amp; 3d model (CMDL) decoding (WIP)&lt;br /&gt;
* Now the application needs 2 external DLLs for SharpGL&lt;br /&gt;
v0.9&lt;br /&gt;
* Now checks for update on startup (can be disabled)&lt;br /&gt;
* Added link to the Google-code site&lt;br /&gt;
* CIA: Can replace icons with any picture you want (Saving enabled)&lt;br /&gt;
* More bug fixes&lt;br /&gt;
v0.89&lt;br /&gt;
* CIA: Icons color mapping corrected (It&#039;s RGB565)&lt;br /&gt;
* ImageBox now has a zoom button.&lt;br /&gt;
* XOR Tool: New features: Xor byte arrays, AES-ctr sandbox.&lt;br /&gt;
* More bug fixes and mostly source code redesign&lt;br /&gt;
v0.83&lt;br /&gt;
* CIA: Fix: Correct Ticket&lt;br /&gt;
* CIA: Icon color mapping fixed (RGB -&amp;gt; GBR)&lt;br /&gt;
v0.82&lt;br /&gt;
* CIA: Added Banner icons viewing (Double click an icon to show it in the Banner&#039;s Metadata section)&lt;br /&gt;
v0.81&lt;br /&gt;
* Fix bug when opening TMD files&lt;br /&gt;
v0.8&lt;br /&gt;
* CIA support&lt;br /&gt;
* Changed GUI + Skin&lt;br /&gt;
* Fixed some bugs&lt;br /&gt;
v0.7&lt;br /&gt;
* More information on sav files&lt;br /&gt;
* Now all information is grouped&lt;br /&gt;
* Bug fixes for all contexts&lt;br /&gt;
* Hash tool supports HMAC&lt;br /&gt;
* Source code rewritten for optimization..&lt;br /&gt;
* [Experimental] Can now replace original files into sav image and save it to a new created sav file.&lt;br /&gt;
v0.62&lt;br /&gt;
* Bug fixes&lt;br /&gt;
* Rearranged the gui&lt;br /&gt;
* Now the exe file is a release and not a debug.&lt;br /&gt;
* Context menu for files in the filesystem list.&lt;br /&gt;
v0.61&lt;br /&gt;
* Fix for DATA partitions files save (wrong offsets)...&lt;br /&gt;
* Can now be associated with sav/bin/3ds/tmd files to open files from the explorer...&lt;br /&gt;
* Hashtool and XORtool can be opened while working with the explorer part of the program.&lt;br /&gt;
v0.6&lt;br /&gt;
* New GUI&lt;br /&gt;
* Improved algorithms (SAV files mainly)&lt;br /&gt;
* More information shown&lt;br /&gt;
* NEW and improved Hash Tool.&lt;br /&gt;
v0.55&lt;br /&gt;
* Works with most save files.&lt;br /&gt;
* More of the save structure understood&lt;br /&gt;
* Saving of files from the sav image fixed.&lt;br /&gt;
v0.53&lt;br /&gt;
* Fix for the tmd (now has certificates)&lt;br /&gt;
* TMD: Still not supporting SHA1 type&lt;br /&gt;
v0.52&lt;br /&gt;
* TMD now works&lt;br /&gt;
* Save opening was improved&lt;br /&gt;
* No question rather it&#039;s encrypted or not (autodetect)&lt;br /&gt;
&lt;br /&gt;
v0.51&lt;br /&gt;
* fix for save files from save image&lt;br /&gt;
* feature: save image file from sav binary&lt;br /&gt;
&lt;br /&gt;
v0.5&lt;br /&gt;
* new GUI now has file box&lt;br /&gt;
* fix for a few save files&lt;br /&gt;
* now can save files from save and 3ds (from 3ds still encrypted) by double clicking a file.&lt;br /&gt;
* when opening a crypted save you can save the key to a file&lt;br /&gt;
* now on google code using SVN (moved from github)&lt;br /&gt;
&lt;br /&gt;
v0.3&lt;br /&gt;
* changed the name of the application&lt;br /&gt;
* initial work on opening save binary files&lt;br /&gt;
* already opens save binary files, decrypts them and shows some info&lt;br /&gt;
&lt;br /&gt;
* I&#039;ll be happy to get some help from you guys on this...&lt;br /&gt;
&lt;br /&gt;
v0.1&lt;br /&gt;
* opens 3DS files and creates a treeview with the information&lt;br /&gt;
* can&#039;t decrypt the ExeFS (as no key yet to be found)&lt;br /&gt;
&lt;br /&gt;
== 屏幕截图 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 3dsexplorer.png]]&lt;br /&gt;
&lt;br /&gt;
== 最新版本 ==&lt;br /&gt;
&lt;br /&gt;
你可以从这里获得工具最新版 [http://3dsexplorer.googlecode.com/svn/trunk/3DSExplorer/bin/3DSExplorer.exe here]，当然了最新版可能会有bug。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=3dsExplorer_%E5%B7%A5%E5%85%B7&amp;diff=8275</id>
		<title>3dsExplorer 工具</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=3dsExplorer_%E5%B7%A5%E5%85%B7&amp;diff=8275"/>
		<updated>2013-11-07T07:06:52Z</updated>

		<summary type="html">&lt;p&gt;T: add page from eng.ver http://3dbrew.org/w/index.php?title=3DSExplorer&amp;amp;oldid=8254&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox homebrew&lt;br /&gt;
| title       = 3DSExplorer&lt;br /&gt;
| image     = [[Image:3DSCube_128px.png|128px]]&lt;br /&gt;
| type        = pc utility&lt;br /&gt;
| author      = [[User:Elisherer|elisherer]]&lt;br /&gt;
| download    = http://3dsexplorer.googlecode.com/files/3dsexplorer_v1.5.3.zip&lt;br /&gt;
| source = http://code.google.com/p/3dsexplorer/&lt;br /&gt;
| version     = 1.5.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
3DSExplorer 可以打开 3DS 的文件并且查看3DBrew解密的信息。&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;请使用最新版，我们已经修复了旧版本的一些bug。&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;请不要自行上传分享此工具，使用google code站点的链接就好了。&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 使用说明 ==&lt;br /&gt;
&lt;br /&gt;
需要&#039;&#039;.NET Framework 4.0&#039;&#039;&#039;支持，可以从这里获得： [http://www.microsoft.com/download/en/details.aspx?id=17851 here].&lt;br /&gt;
&lt;br /&gt;
切记：如果你想安装此工具到Mac、Linux或者FreeBSD，需要安装的wine版本要高于15。&lt;br /&gt;
&lt;br /&gt;
此工具在 Linux 下可以正常使用，但是不知Mac OS X上情形如何。&lt;br /&gt;
&lt;br /&gt;
Opens:&lt;br /&gt;
* CTR Cartridge Image files ([[NCSD|CCI]]/[[NCSD|CSU]]) (NCSD)&lt;br /&gt;
* CTR eXecutable Image files ([[NCCH#CXI|CXI]]) (NCCH)&lt;br /&gt;
* CTR File Archives ([[NCCH#CFA|CFA]]) (NCCH)&lt;br /&gt;
* CTR Importable Archives ([[CIA]])&lt;br /&gt;
* CTR Icons ([[SMDH|ICN]]) (SMDH)&lt;br /&gt;
* CTR Banners (BNR) (CBMD + BCWAV)&lt;br /&gt;
* CTR Waves ([[BCWAV]])&lt;br /&gt;
* CTR Banner Model Data ([[CBMD]])&lt;br /&gt;
* CTR Graphics ([[CBMD|CGFX]]) (CBMD)&lt;br /&gt;
* [[DARC]] (file containers) / [[BCMA]] CTR-Manuals&lt;br /&gt;
* Save Flash binaries ([[Savegames|SAV]]) (decrypted or encrypted)&lt;br /&gt;
* Title meta data files ([[TMD]]),&lt;br /&gt;
* Multi-Picture Objects ([[MPO]]) , (3D Images)&lt;br /&gt;
&lt;br /&gt;
Can convert:&lt;br /&gt;
* Videos to 2D/3D MJPG AVI files for the 3DS (Can download directly from YouTube)&lt;br /&gt;
&lt;br /&gt;
Some of the file formats can be saved with replaced contents.&lt;br /&gt;
&lt;br /&gt;
== Option for reading 3ds/cci/csu files from zip/7z files ==&lt;br /&gt;
&lt;br /&gt;
Just compress your 3ds/cci/csu file into a 7z or zip (with any other file you want like nfo file)&lt;br /&gt;
&lt;br /&gt;
Then you can open it from 3dsexplorer. &#039;&#039;&#039;But be aware that only the first cxi will be loaded and saving capabilities will not be available.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(3DSExplorer looks for the first file with the proper extension and reads the first 0x5000 bytes)&lt;br /&gt;
&lt;br /&gt;
== Upcoming features ==&lt;br /&gt;
&lt;br /&gt;
for v1.6&lt;br /&gt;
* Extracting binaries from CIA like ctrtool does.&lt;br /&gt;
&lt;br /&gt;
== 版本历史 ==&lt;br /&gt;
&lt;br /&gt;
v1.5.3&lt;br /&gt;
*Revert supertrim from deleting the last partition record.&lt;br /&gt;
&lt;br /&gt;
v1.5.2&lt;br /&gt;
* Added Trim, Un-Trim and SuperTrim for CCI by 3DSGuy (aka ps3hen)&lt;br /&gt;
+ (Open up a CCI file and a new menu &amp;quot;CCI&amp;quot; will appear.)&lt;br /&gt;
&lt;br /&gt;
v1.5.1&lt;br /&gt;
* MPO: Added some info found by Thib&lt;br /&gt;
* Fixed: title.db update process.&lt;br /&gt;
* Parentool 3ds algorithm fixed (was wrong)&lt;br /&gt;
v1.5&lt;br /&gt;
* Added: QR Tool&lt;br /&gt;
* Added: Parental Control Unlocker (for 3DS as found by neimod, and for the DSi/Wii as on marcan&#039;s site)&lt;br /&gt;
v1.4&lt;br /&gt;
* Added: support for BCMA/DARC files/containers.&lt;br /&gt;
* Added: DSDecmp GUI for compression/decompression of LZ-10/11/Ovl &amp;amp; Huffman4/8.&lt;br /&gt;
* Updated: XOR Tool&#039;s file text boxes accept drag&amp;amp;drop (DSDecmp GUI&#039;s also).&lt;br /&gt;
v1.3 (3DSGuy)&lt;br /&gt;
* Added *.cfa as an openable file (associated with CXI module)&lt;br /&gt;
* Used more general terms for CXI/CFA and 3DS/CCI/CSU with NCCH and NCSD respectively, while the general terms are more broad, they are correct, as a CFA file is not a CXI file.&lt;br /&gt;
* Fixed the Number of NCCH from 13 to 8 in the CCI module&lt;br /&gt;
* Changed the NCSD header readings to match the current specs on 3DBrew, with the exception of the &amp;quot;ExHeader size/Exheader Hash&amp;quot;, as they are always zero in every NCSD.&lt;br /&gt;
* Made the ExHeader an extractable file from NCCH files.&lt;br /&gt;
v1.2.1&lt;br /&gt;
* fixed opening of cia files (thanks 3dsguy)&lt;br /&gt;
* updated title.db up to release #183&lt;br /&gt;
v1.2&lt;br /&gt;
* Added: The product codes and maker codes are now in a file called title.db&lt;br /&gt;
* Added: 3ds/cci/csu can be opened from zip/7z files with limited information (cci,1st cxi &amp;amp; crc32)&lt;br /&gt;
v1.1.1&lt;br /&gt;
* fixed file tree activation bugs&lt;br /&gt;
* fixed some typos&lt;br /&gt;
* CCI: added an option to save cxi file (right click the CXI node in the file tree)&lt;br /&gt;
v1.1 - Happy Holidays&lt;br /&gt;
* New opens CXI files&lt;br /&gt;
* New opens CSU files (CTR System update - same as CCI)&lt;br /&gt;
* New opens ICN files (CTR Icons)&lt;br /&gt;
* Added QuickCRC32 tool to check for authenticity (also added CRC32 to hash tool)&lt;br /&gt;
* Generalized the explorer (the source code of the explorer is general, now it would be easier to add more file formats)&lt;br /&gt;
* 3D Video converter: Progress is working, fixed a lot, now works almost flawlessly.&lt;br /&gt;
* CCI: Added more information to the header.&lt;br /&gt;
* MPO: Added Nintendo&#039;s MakerNote structure.&lt;br /&gt;
v1.0&lt;br /&gt;
* Better late then ever...update to v1.0 so I can continue with the regular&lt;br /&gt;
version giving.&lt;br /&gt;
* Added MPO support (3D Images taken by the 3ds camera)&lt;br /&gt;
* 3D Video Conversion tool to convert youtube 3d videos to 3DS-3D MJPG videos...&lt;br /&gt;
* more bug fixes (as always)&lt;br /&gt;
v0.96&lt;br /&gt;
* Moved to .NET Framework 4.0 (because of OpenGL Support)&lt;br /&gt;
* Improved SRAM key search algorithm (fixes Starfox 3D)&lt;br /&gt;
* Added initial support for CWAV, CGFX&lt;br /&gt;
* New nifty about screen (3d logo)&lt;br /&gt;
* Preparations made for wav (CWAV) &amp;amp; 3d model (CMDL) decoding (WIP)&lt;br /&gt;
* Now the application needs 2 external DLLs for SharpGL&lt;br /&gt;
v0.9&lt;br /&gt;
* Now checks for update on startup (can be disabled)&lt;br /&gt;
* Added link to the Google-code site&lt;br /&gt;
* CIA: Can replace icons with any picture you want (Saving enabled)&lt;br /&gt;
* More bug fixes&lt;br /&gt;
v0.89&lt;br /&gt;
* CIA: Icons color mapping corrected (It&#039;s RGB565)&lt;br /&gt;
* ImageBox now has a zoom button.&lt;br /&gt;
* XOR Tool: New features: Xor byte arrays, AES-ctr sandbox.&lt;br /&gt;
* More bug fixes and mostly source code redesign&lt;br /&gt;
v0.83&lt;br /&gt;
* CIA: Fix: Correct Ticket&lt;br /&gt;
* CIA: Icon color mapping fixed (RGB -&amp;gt; GBR)&lt;br /&gt;
v0.82&lt;br /&gt;
* CIA: Added Banner icons viewing (Double click an icon to show it in the Banner&#039;s Metadata section)&lt;br /&gt;
v0.81&lt;br /&gt;
* Fix bug when opening TMD files&lt;br /&gt;
v0.8&lt;br /&gt;
* CIA support&lt;br /&gt;
* Changed GUI + Skin&lt;br /&gt;
* Fixed some bugs&lt;br /&gt;
v0.7&lt;br /&gt;
* More information on sav files&lt;br /&gt;
* Now all information is grouped&lt;br /&gt;
* Bug fixes for all contexts&lt;br /&gt;
* Hash tool supports HMAC&lt;br /&gt;
* Source code rewritten for optimization..&lt;br /&gt;
* [Experimental] Can now replace original files into sav image and save it to a new created sav file.&lt;br /&gt;
v0.62&lt;br /&gt;
* Bug fixes&lt;br /&gt;
* Rearranged the gui&lt;br /&gt;
* Now the exe file is a release and not a debug.&lt;br /&gt;
* Context menu for files in the filesystem list.&lt;br /&gt;
v0.61&lt;br /&gt;
* Fix for DATA partitions files save (wrong offsets)...&lt;br /&gt;
* Can now be associated with sav/bin/3ds/tmd files to open files from the explorer...&lt;br /&gt;
* Hashtool and XORtool can be opened while working with the explorer part of the program.&lt;br /&gt;
v0.6&lt;br /&gt;
* New GUI&lt;br /&gt;
* Improved algorithms (SAV files mainly)&lt;br /&gt;
* More information shown&lt;br /&gt;
* NEW and improved Hash Tool.&lt;br /&gt;
v0.55&lt;br /&gt;
* Works with most save files.&lt;br /&gt;
* More of the save structure understood&lt;br /&gt;
* Saving of files from the sav image fixed.&lt;br /&gt;
v0.53&lt;br /&gt;
* Fix for the tmd (now has certificates)&lt;br /&gt;
* TMD: Still not supporting SHA1 type&lt;br /&gt;
v0.52&lt;br /&gt;
* TMD now works&lt;br /&gt;
* Save opening was improved&lt;br /&gt;
* No question rather it&#039;s encrypted or not (autodetect)&lt;br /&gt;
&lt;br /&gt;
v0.51&lt;br /&gt;
* fix for save files from save image&lt;br /&gt;
* feature: save image file from sav binary&lt;br /&gt;
&lt;br /&gt;
v0.5&lt;br /&gt;
* new GUI now has file box&lt;br /&gt;
* fix for a few save files&lt;br /&gt;
* now can save files from save and 3ds (from 3ds still encrypted) by double clicking a file.&lt;br /&gt;
* when opening a crypted save you can save the key to a file&lt;br /&gt;
* now on google code using SVN (moved from github)&lt;br /&gt;
&lt;br /&gt;
v0.3&lt;br /&gt;
* changed the name of the application&lt;br /&gt;
* initial work on opening save binary files&lt;br /&gt;
* already opens save binary files, decrypts them and shows some info&lt;br /&gt;
&lt;br /&gt;
* I&#039;ll be happy to get some help from you guys on this...&lt;br /&gt;
&lt;br /&gt;
v0.1&lt;br /&gt;
* opens 3DS files and creates a treeview with the information&lt;br /&gt;
* can&#039;t decrypt the ExeFS (as no key yet to be found)&lt;br /&gt;
&lt;br /&gt;
== 屏幕截图 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 3dsexplorer.png]]&lt;br /&gt;
&lt;br /&gt;
== 最新版本 ==&lt;br /&gt;
&lt;br /&gt;
你可以从这里获得工具最新版 [http://3dsexplorer.googlecode.com/svn/trunk/3DSExplorer/bin/3DSExplorer.exe here]，当然了最新版可能会有bug。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=Movable.sed%E6%96%87%E4%BB%B6&amp;diff=8007</id>
		<title>Movable.sed文件</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=Movable.sed%E6%96%87%E4%BB%B6&amp;diff=8007"/>
		<updated>2013-09-07T11:24:49Z</updated>

		<summary type="html">&lt;p&gt;T: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; !  偏移位置 !  长度 !  说明 |- | 0x0 | 0x4 | Magic &amp;quot;SEED&amp;quot; |- | 0x4 | 0x4 | This u8 must be zero |- | 0x8 | 0x100 | RSA-2048 signature over...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  偏移位置&lt;br /&gt;
!  长度&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Magic &amp;quot;SEED&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| This u8 must be zero&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x100&lt;br /&gt;
| RSA-2048 signature over the 0x10-byte data at 0x108&lt;br /&gt;
|-&lt;br /&gt;
| 0x108&lt;br /&gt;
| 0x8&lt;br /&gt;
| 通常为0&lt;br /&gt;
|-&lt;br /&gt;
| 0x110&lt;br /&gt;
| 0x10&lt;br /&gt;
| [[AES]] engine keyY for 3 keyslots (High u64 is unsigned)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This keyY is the console-unique portion of the 3 keyslots used for everything stored under [[SD Filesystem|sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;]] and [[Flash Filesystem|nand/data/&amp;lt;ID0&amp;gt;]]. For SD this is used for encryption and AES MACs, however for NAND this is only used for AES MACs. This file is transferred to the destination 3DS during a [[System Transfer]]. The movable.sed keyY high u64 is [[FS:InitializeCtrFileSystem|updated]] on the source 3DS during a [[System Transfer]], and when doing a system format with [[System Settings]].&lt;br /&gt;
&lt;br /&gt;
Movable.sed always exists on retail(written to NAND at the factory), however if this file doesn&#039;t exist the system will fall-back to using a console-unique keyY already in [[PSPXI:GetLocalFriendCodeSeed|memory]], with the last 8-bytes being loaded from the 8-bytes following that u64. It&#039;s unknown whether movable.sed exists on development units.&lt;br /&gt;
&lt;br /&gt;
The keyY is hashed with SHA256, the first 0x10-bytes from the hash is used with the below snprintf for ID0 in [[SD Filesystem|sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;]] and [[Flash Filesystem|nand/data/&amp;lt;ID0&amp;gt;]]. ID0 is generated by: snprintf(outdirname, maxlen, &amp;quot;%08x%08x%08x%08x&amp;quot;, hashword[0], hashword[1], hashword[2], hashword[3]).&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%B6%B2%E6%99%B6%E6%98%BE%E7%A4%BA%E5%B1%8F&amp;diff=7985</id>
		<title>液晶显示屏</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%B6%B2%E6%99%B6%E6%98%BE%E7%A4%BA%E5%B1%8F&amp;diff=7985"/>
		<updated>2013-09-01T06:18:17Z</updated>

		<summary type="html">&lt;p&gt;T: translate eng.ver http://3dbrew.org/w/index.php?title=LCD&amp;amp;oldid=7976&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 寄存器 - Registers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  名称&lt;br /&gt;
!  物理地址&lt;br /&gt;
!  进程虚拟地址&lt;br /&gt;
!  内核虚拟地址&lt;br /&gt;
!  长度&lt;br /&gt;
|-&lt;br /&gt;
| REG_LCDCOLORFILLMAIN&lt;br /&gt;
| 0x10202204&lt;br /&gt;
| 0x1ED02204&lt;br /&gt;
| 0xFFFD6204&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| REG_LCDCOLORFILLSUB&lt;br /&gt;
| 0x10202A04&lt;br /&gt;
| 0x1ED02A04&lt;br /&gt;
| 0xFFFD6A04&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
REG_*MAIN 寄存器对应上屏，SUB对应下屏。MAIN寄存器锁定在 0x1EF00400，而SUB寄存器锁定在 0x1EF00500。&lt;br /&gt;
&lt;br /&gt;
== LCD色彩填充寄存器 - REG_LCDCOLORFILL ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  位（Bit）&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 7-0&lt;br /&gt;
| 红色分量&lt;br /&gt;
|-&lt;br /&gt;
| 15-8&lt;br /&gt;
| 绿色分量&lt;br /&gt;
|-&lt;br /&gt;
| 23-16&lt;br /&gt;
| 蓝色分量&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| enable可用&lt;br /&gt;
|-&lt;br /&gt;
| 31-25&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
可用位enable被置位时，不进行帧缓冲而直接在LCD上显示纯色。&lt;br /&gt;
&lt;br /&gt;
== 0x1EF00X5C ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  位（Bit）&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 15-0&lt;br /&gt;
| 帧缓冲宽度&lt;br /&gt;
|-&lt;br /&gt;
| 31-16&lt;br /&gt;
| 帧缓冲高度&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
这个寄存器控制帧缓冲的尺寸。&lt;br /&gt;
&lt;br /&gt;
== 0x1EF00X70 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  位（Bit）&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 15-0&lt;br /&gt;
| 帧缓冲格式 &lt;br /&gt;
|-&lt;br /&gt;
| 31-16&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 帧缓冲格式 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  位（Bit）&lt;br /&gt;
!  说明&lt;br /&gt;
|-&lt;br /&gt;
| 3-0&lt;br /&gt;
| 色彩格式&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Unused?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 是上屏的3D右图帧缓冲地址时，置位&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 1 = 上屏, 0 = 下屏. 第5位置位时此位清零。&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 9-8&lt;br /&gt;
| Value 1 = unknown, 3 = unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 15-10&lt;br /&gt;
| Unused?&lt;br /&gt;
|}&lt;br /&gt;
GSP模块只允许液晶立体感启用时，第5位= 1和第6位= 0。 GSP模块更新该寄存器时，GSP模块将自动禁用如果这些位都没有设置启用立体感的立体感。&lt;br /&gt;
GSP module only allows the LCD stereoscopy to enabled when bit5=1 and bit6=0 here. When GSP module updates this register, GSP module will automatically disable the stereoscopy if those bits are not set for enabling stereoscopy.&lt;br /&gt;
&lt;br /&gt;
=== 帧缓冲色彩格式 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  值&lt;br /&gt;
!  说明&lt;br /&gt;
!  Actual color components ordering&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| GL_RGBA8_OES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| GL_RGB8_OES&lt;br /&gt;
| BGR&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| GL_RGB565_OES&lt;br /&gt;
| RGB&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| GL_RGB5_A1_OES&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| GL_RGBA4_OES&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 0x1EF00X78 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  Bit&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| LCD framebuffer to display (0=first, 1=second)&lt;br /&gt;
|-&lt;br /&gt;
| 7-1&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 31-8&lt;br /&gt;
| Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 0x1EF00X90 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  Bit&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 31-0&lt;br /&gt;
| Framebuffer width * pixel byte-size.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Framebuffers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!  Address&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF00468&lt;br /&gt;
| Main LCD, first framebuffer for 3D left&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF0046C&lt;br /&gt;
| Main LCD, second framebuffer for 3D left&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF00494&lt;br /&gt;
| Main LCD, first framebuffer for 3D right&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF00498&lt;br /&gt;
| Main LCD, second framebuffer for 3D right&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF00568&lt;br /&gt;
| Sub LCD, first framebuffer&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF0056C&lt;br /&gt;
| Sub LCD, second framebuffer&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF00594&lt;br /&gt;
| Sub LCD, unused first framebuffer&lt;br /&gt;
|-&lt;br /&gt;
| 0x1EF00598&lt;br /&gt;
| Sub LCD, unused second framebuffer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above framebuffer registers contains the physical address for each framebuffer, normally located in FCRAM in the application&#039;s GSP heap. When other processes use GSP as well, the framebuffers for the process is stored in VRAM instead.&lt;br /&gt;
&lt;br /&gt;
These LCD framebuffers normally contain the last rendered frames from the GPU. The color format is BGR8. The framebuffers are drawn from left-to-right, instead of top-to-bottom.(Thus the beginning of the framebuffer is drawn starting at the left side of the screen)&lt;br /&gt;
&lt;br /&gt;
Both of the 3D screen left/right framebuffers are displayed regardless of the 3D slider&#039;s state, however when the 3D slider is set to &amp;quot;off&amp;quot; the 3D effect is disabled. Normally when the 3D slider&#039;s state is set to &amp;quot;off&amp;quot; the left/right framebuffer addresses are set to the same physical address. When the 3D effect is disabled and the left/right framebuffers are set to separate addresses, the LCD seems to alternate between displaying the left/right framebuffer each frame.&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%9C%AF%E8%AF%AD%E8%A1%A8&amp;diff=7937</id>
		<title>术语表</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%9C%AF%E8%AF%AD%E8%A1%A8&amp;diff=7937"/>
		<updated>2013-08-24T22:11:44Z</updated>

		<summary type="html">&lt;p&gt;T: update eng.ver http://www.3dbrew.org/w/index.php?title=Glossary&amp;amp;oldid=7841&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;这是一个小词典，你可以在这里查看在3DS自制软件上可能要用到的基本名词。&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
&lt;br /&gt;
一个自制程序的开发语言。此外你的电脑从网页浏览器到计时器等几乎所有程序亦为此语言开发。&lt;br /&gt;
&lt;br /&gt;
=== C++ ===&lt;br /&gt;
&lt;br /&gt;
一个面向对象的自制程序开发语言。正如名字所示，C++是C语言的增强版。&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
=== DSi ===&lt;br /&gt;
一种任天堂掌上游戏机，是任天堂DS的第二个后继机种，为第六世代任氏掌机系统。其有两个（比以前大）的显示屏，两个摄像头和网上商店系统，此外系统菜单也有显著更新。目前使用和Wii相近的UI效果。其屏幕亮度可以比NDS Lite更亮一级。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
注：任天堂DS在大陆常简写为“NDS”，而在美国则依照官方简称为“DS”。这里采用“DS”对术语表排序。&amp;lt;!-- English: &lt;br /&gt;
Note: &amp;quot;Nintendo DS is officially abbreviated as &amp;quot;DS&amp;quot;, but it usually shortening as &amp;quot;NDS&amp;quot; in China. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DS Lite ===&lt;br /&gt;
&lt;br /&gt;
NDSi的上一代，发布于NDS之后。其屏幕亮度可以设定的比NDS原版亮4倍，&lt;br /&gt;
&lt;br /&gt;
=== DS &amp;quot;PHAT&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
NDS系列第一台机器。虽然任天当没有作此计划，但该掌机的发售宣布结束了Game Boy世代。该机种增加了触屏操控。&lt;br /&gt;
&lt;br /&gt;
=== DSiWare[[DSi软件]] ===&lt;br /&gt;
&lt;br /&gt;
任天堂发起的一个新平台，允许开发商以较低的价格（较全新的DSi游戏而言）开发并卖出原创内容。所有的DSiWare游戏可以从主菜单上的DSi商店获取。&lt;br /&gt;
&lt;br /&gt;
=== Dump（提取） ===&lt;br /&gt;
&lt;br /&gt;
提取媒介（如芯片，NAND驱动器或磁盘）中内容的操作，否则受保护的内容将无法访问或者难以理解。&lt;br /&gt;
&lt;br /&gt;
=== DS Download Play（[[单卡联机]]） ===&lt;br /&gt;
&lt;br /&gt;
任天堂3DS固件内置的一个应用。可以从其他NDS或者3DS游戏机下载多人游戏，这样只一张游戏卡就能进行联机对战(需要游戏支持)。&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
=== 漏洞 ===&lt;br /&gt;
&lt;br /&gt;
一种执行通常不被允许的代码时采用的一种巧妙的规避安全系统的方法。通常，漏洞都是一个接一个地出现，自制程序编写者们通过这样可以获得系统的最高权限，获得最高权限也是他们的目标。&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
=== FCRAM ===&lt;br /&gt;
FCRAM（快速循环RAM）是由Fujitsu（富士通）公司研发的新科技，可以用不同方式提高DRAM/Processor的运行速度。这是3DS硬件的组成部分之一。&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
&lt;br /&gt;
=== 十六进制（Hex） ===&lt;br /&gt;
&lt;br /&gt;
一个用来描述以16为基数的数字系统的体系，其中的一个数字代表4bits。在数字0-9之后，字母A-F用来表示10-15。十六进制是二进制数据显示的首选格式，因为它很容易从二进制转换，而且一个字符只占用2字节。&lt;br /&gt;
&lt;br /&gt;
=== Home Menu[[主菜单界面]] ===&lt;br /&gt;
&lt;br /&gt;
这是3DS首次开机，显示完安全警告后出现的界面。在3DS中系统自带的和你自己下载的程序都被存放在这里&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
=== IRC ===&lt;br /&gt;
&lt;br /&gt;
Internet Relay Chat，互联网中继聊天，是人们在因特网上常用的文字实时聊天。&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
=== [[MPO]] ===&lt;br /&gt;
&lt;br /&gt;
Multi-Picture Object，多图片对象。这是一个开源的文件格式，任天堂利用它来制作3D图像。它采用JPG的Exif标签和MP标签。我们观看MPO文件时，看到的是两幅交织的JPG图像。&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
=== SD Card ===&lt;br /&gt;
&lt;br /&gt;
一种常见的储存卡，被用于3DS、数码相机、音乐播放器等设备上。是Secure Digital的缩写。一般SD卡的最大容量是2GB（2048MB）， 有些SD卡可以达到4GB，但是非常少见。这些卡通常不与非SDHC产品兼容，即使它们不是SDHC，所以一般的大小是2GB。&lt;br /&gt;
&lt;br /&gt;
=== SDHC ===&lt;br /&gt;
&lt;br /&gt;
是Secure Digital High Capacity Card的缩写。一种SD卡，比普通的SD卡能存放更多数据。理论上这些卡最多支持到2TB，但是由于工艺所限，最大的容量是32GB。&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
=== [[TMD]] ===&lt;br /&gt;
&lt;br /&gt;
请参照 [[Title metadata]].&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
3DS title可以是一个存储在3DS里的游戏，或者一张游戏卡带。它包含了内建的channel和menu。一个title有一个唯一的8byte （4字符长）的title ID。 为了安全，所有游戏都是加密的。&lt;br /&gt;
&lt;br /&gt;
=== [[Title metadata|Title metadata（游戏元数据）]] ===&lt;br /&gt;
&lt;br /&gt;
是一种存储游戏元数据和所有文件的文件格式，包括游戏的组成部分和它们的的SHA1哈希值。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=Extdata%E6%95%B0%E6%8D%AE&amp;diff=7934</id>
		<title>Extdata数据</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=Extdata%E6%95%B0%E6%8D%AE&amp;diff=7934"/>
		<updated>2013-08-24T21:50:04Z</updated>

		<summary type="html">&lt;p&gt;T: add page eng.ver http://3dbrew.org/w/index.php?title=Extdata&amp;amp;oldid=7869&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;页面介绍了extdata的文件格式和加密方式。&amp;quot;extra data&amp;quot;记录在[[SD_Filesystem|SD card]]和[[Flash_Filesystem|NAND]]中的：&lt;br /&gt;
* nand/data/&amp;lt;ID&amp;gt;/extdata/&amp;lt;ExtdataID-High&amp;gt;&lt;br /&gt;
* sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;/extdata/&amp;lt;ExtdataID-High&amp;gt; &lt;br /&gt;
&lt;br /&gt;
(ExtdataID-High is always 00000000 for SD, and always 00048000 for NAND) Some titles can have Quota.dat stored in these directories. The directory-name for these directories is the ExtdataID-Low. Then there&#039;s a sub-directory 00000000, which contains the actual extdata. Size and number of files in this dir varies per title.&lt;br /&gt;
NAND stores the shared extdata and is structured exactly the same way, see [[Flash Filesystem]].&lt;br /&gt;
&lt;br /&gt;
Extdata image 00000001 contains a VSXE partition for the FST, the actual file data is stored in the subsequent extdata images.&lt;br /&gt;
&lt;br /&gt;
Regular apps can only mount SD extdata using the same extdataID which is stored in the [[NCCH#CXI|CXI]] exheader. Therefore, regular apps which have the exheader extdataID set to zero can&#039;t use extdata. This restriction doesn&#039;t apply for shared extdata with extdataID high bitmask 0x48000 stored on NAND. System apps with a certain access right can mount arbitrary extdata.&lt;br /&gt;
All NAND extdata is shared extdata, while all SD extdata is normal extdata. Thus, normal extdata doesn&#039;t exist on NAND, and shared extdata doesn&#039;t exist on SD. The extdataID high excluding that bitmask is always zero for shared extdata.&lt;br /&gt;
&lt;br /&gt;
=== Encryption ===&lt;br /&gt;
&lt;br /&gt;
These files are [[AES|encrypted]] with AES-CTR, the keyslot is initialized by [[nand/private/movable.sed|movable.sed]]. The same keyslot is used for the NAND/SD extdata MAC. The NAND extdata images are stored in cleartext. The WCHAR LowPath &amp;quot;/extdata/&amp;lt;ExtdataIDHigh&amp;gt;/&amp;lt;ExtdataIDLow&amp;gt;/&amp;lt;PathToImage&amp;gt;&amp;quot; text path is hashed with SHA-256, including the WCHAR null-terminator. A separate hash is used for Quota.dat. The base CTR seems to be then generated by XORing the calculated hash: CTRword[i] = Hashword[i] ^ Hashword[4+i].&lt;br /&gt;
&lt;br /&gt;
The base CTR is fixed therefore the CTR never changes after each write. Thus it is possible to obtain some cleartext by XORing one file(like newly created extdata) with a newer file, where the newer file overwrote zeros in the original file with non-zero data.&lt;br /&gt;
&lt;br /&gt;
=== Filesystem ===&lt;br /&gt;
&lt;br /&gt;
Title extdata contains a series of extdata images which comprise an independent file system. The first image (00000001) contains the VSXE (FST) partition, and subsequent images each containing a single file. Non-title extdata, usually contain single files, or a [[Title Database|database]].&lt;br /&gt;
Quota.dat is an extdata image, however it&#039;s unknown what this is used for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QUOT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This is contained in the Quota.dat extdata image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;QUOT&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x30000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 8&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x38&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Filesystem structure ====&lt;br /&gt;
&lt;br /&gt;
When extdata is created, these are *always* created regardless of whether the title actually uses them.&lt;br /&gt;
User extdata and SpotPass extdata use separate [[FS:OpenArchive|mount]] points at /user and /boss. Therefore one mount can&#039;t access the other directory, and also can&#039;t access /icon.(The title&#039;s SpotPass extdata can be mounted by the title itself, if it uses SpotPass)&lt;br /&gt;
&lt;br /&gt;
* /icon This file contains the extdata [[SMDH|icon]] displayed in data management. This icon can only be written to by titles when creating extdata, titles would have to recreate extdata to change the icon. This file can&#039;t be read directly, instead it is read via [[FS:ReadExtSaveDataIcon]].&lt;br /&gt;
* /user/ Contains the title&#039;s actual extdata files.&lt;br /&gt;
* /boss/ Can contain [[SpotPass]] content. SpotPass content can only be downloaded to this /boss directory.&lt;br /&gt;
&lt;br /&gt;
* /user/ExBanner This directory can optionally store [[Extended_Banner| extended banners]]. When this is available, this banner is displayed instead of the [[CXI]] ExeFS banner. COMMON.bin stores the common exbanner, while &amp;lt;regionlang_code&amp;gt;.bin stores an optional separate region/language specific banner.(regionlang_code can be &amp;quot;JPN_JP&amp;quot;, &amp;quot;USA_EN&amp;quot;, etc)&lt;br /&gt;
&lt;br /&gt;
=== SD Extdata ===&lt;br /&gt;
Usually the ExtdataID low is in the format &#039;00&amp;lt;Unique ID&amp;gt;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! JPN ExtdataID&lt;br /&gt;
! USA ExtdataID&lt;br /&gt;
! EUR ExtdataID&lt;br /&gt;
! Description&lt;br /&gt;
! Extdata images&lt;br /&gt;
|-&lt;br /&gt;
| 00000082&lt;br /&gt;
| 0000008f&lt;br /&gt;
| 00000098&lt;br /&gt;
| Homemenu extdata, this contains home-menu savedata and cached icons for applications.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 00000200&lt;br /&gt;
| 00000210&lt;br /&gt;
| 00000220&lt;br /&gt;
| [[System_Settings|System Settings]] extdata added with [[2.0.0-2]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 00000207&lt;br /&gt;
| 00000217&lt;br /&gt;
| 00000227&lt;br /&gt;
| Mii Maker, contains an ExBanner&lt;br /&gt;
| [https://dl.dropbox.com/u/20520664/extdata00000217.zip cleartext]&lt;br /&gt;
|-&lt;br /&gt;
| 00000208&lt;br /&gt;
| 00000217&lt;br /&gt;
| 00000228&lt;br /&gt;
| Streetpass Mii Plaza&lt;br /&gt;
| 11 mb big!&lt;br /&gt;
|-&lt;br /&gt;
| 00000209&lt;br /&gt;
| 00000219&lt;br /&gt;
| 00000229&lt;br /&gt;
| eShop&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0000020d&lt;br /&gt;
| 0000021d&lt;br /&gt;
| 0000022d&lt;br /&gt;
| Face Raiders, likely contains an ExBanner&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 0000020b&lt;br /&gt;
| 0000021b&lt;br /&gt;
| 0000022b&lt;br /&gt;
| Nintendo Zone&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 000004aa&lt;br /&gt;
| 000004ab&lt;br /&gt;
| Nintendo Video Extra Data&lt;br /&gt;
This is where the video files are stored, and [[Nintendo_Video|includes]] the thumbnail, the description, and possibly some checksum info in each video file stored in the extdata images. There are always 9 files within the subdirectory &amp;quot;00000000&amp;quot; of this folder, even without any videos downloaded. The files are &amp;quot;00000001&amp;quot; - &amp;quot;00000009&amp;quot;, and &amp;quot;00000003&amp;quot; - &amp;quot;00000008&amp;quot; have the same filesize of 50.7 MB. It is possible to restore the older videos by overwriting all the files within this directory. Provided of course you have made a backup of the files before hand, by copying all the files within this directory to your computer. As far I&#039;m aware its not possible to mix and match the files in order to get certain videos in one grouping, ie. having all 3 Zelda orchestral recordings in one group of 4 Nintendo videos.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|00000308&lt;br /&gt;
|00000307&lt;br /&gt;
|Mario Kart 7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0000030b&lt;br /&gt;
| 0000030d&lt;br /&gt;
| 0000030c&lt;br /&gt;
| Nintendogs + Cats&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 00000326&lt;br /&gt;
| 00000326&lt;br /&gt;
| Pokédex 3D&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 00000305&lt;br /&gt;
| 0000032d&lt;br /&gt;
| 0000033c&lt;br /&gt;
| Super Street Fighter IV 3D&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 00000328&lt;br /&gt;
| 00000358&lt;br /&gt;
| 0000033b&lt;br /&gt;
| Ridge Racer 3D&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 0000034d&lt;br /&gt;
| 00000402&lt;br /&gt;
| Samurai Warriors Chronicles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 0000034f&lt;br /&gt;
| 0000038a&lt;br /&gt;
| Dead or Alive Dimensions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 00000481&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Monster Hunter Tri G (Download-Quests)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 00000a86&lt;br /&gt;
| Professor Layton and the Miracle Mask&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 00000c24&lt;br /&gt;
| Denpa men&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 00000c73&lt;br /&gt;
| 00000c73&lt;br /&gt;
| Save Data Transfer Tool&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 00000d9a&lt;br /&gt;
| Donkey Kong Country Returns 3d Trailer&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== NAND Shared Extdata ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  ExtdataID&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
|  0xf0000001&lt;br /&gt;
|  NAND JPEG/MPO files and phtcache.bin from the camera application are stored here. This also contains UploadData.dat.&lt;br /&gt;
|-&lt;br /&gt;
|  0xf0000002&lt;br /&gt;
|  NAND M4A files from the sound application are stored here&lt;br /&gt;
|-&lt;br /&gt;
|  0xf0000009&lt;br /&gt;
|  ?&lt;br /&gt;
|-&lt;br /&gt;
|  0xf000000b&lt;br /&gt;
|  Contains idb.dat, idbt.dat, gamecoin.dat, ubll.lst, CFL_DB.dat, and CFL_OldDB.dat. These files contain cleartext [[Mii_Maker|Miis]] and some data relating (including cached ICN data) to Play/Usage Records.&lt;br /&gt;
|-&lt;br /&gt;
|  0xf000000c&lt;br /&gt;
|  Contains bashotorya.dat and bashotorya2.dat.&lt;br /&gt;
|-&lt;br /&gt;
|  0xf000000d&lt;br /&gt;
|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/ps3hen/ctr_toolkit/tree/master/extdata_tool extdata_tool] - Extract standalone extdata images, aswell as title extdata FS.&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%9C%8D%E5%8A%A1API&amp;diff=7924</id>
		<title>服务API</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%9C%8D%E5%8A%A1API&amp;diff=7924"/>
		<updated>2013-08-24T12:51:57Z</updated>

		<summary type="html">&lt;p&gt;T: translate eng.ver http://www.3dbrew.org/w/index.php?title=Services_API&amp;amp;oldid=7878&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;任天堂给开发者提供了一个与某些services通讯的API。这里说的services(服务)是后台运行着，等待接受请求的系统进程。一个进程要同服务通讯，需要先获得这个服务的句柄，才能和服务进行进程间通讯。每个服务都有一个不超过8字符的名称，如&amp;quot;nim:u&amp;quot;。&lt;br /&gt;
&lt;br /&gt;
服务的句柄是从服务管理端口&amp;quot;srv:&amp;quot;处获得的。服务作为抽象的端口，两者操作基本相同，除了一般端口可以从SVC直接获得句柄。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
服务列表：&lt;br /&gt;
* [[Filesystem services‎|文件系统服务]]&lt;br /&gt;
* [[Process Services|进程服务‎]]&lt;br /&gt;
* [[Application Manager Services|应用管理服务]]&lt;br /&gt;
* [[Process Manager Services]]&lt;br /&gt;
* [[NIM Services|网络安装管理(NIM)服务]]&lt;br /&gt;
* [[Config Services|设置服务]]&lt;br /&gt;
* [[NS|NS和APT服务]]&lt;br /&gt;
* [[RO Services|运行时对象(RO)服务]]&lt;br /&gt;
* [[NDM Services|NDM服务]]&lt;br /&gt;
* [[CSND Services]]&lt;br /&gt;
* [[DSP Services]]&lt;br /&gt;
* [[GSP Services|GSP服务]]&lt;br /&gt;
* [[IR Services|IR服务]]&lt;br /&gt;
* [[I2C Services|I2C服务]]&lt;br /&gt;
* [[HID Services|HID服务]]&lt;br /&gt;
* [[PTM|PTM Services]]&lt;br /&gt;
* [[NWM Services]]&lt;br /&gt;
* [[HTTP Services]]&lt;br /&gt;
* [[SSL Services]]&lt;br /&gt;
* [[Socket Services]]&lt;br /&gt;
* [[AC Services]]&lt;br /&gt;
&lt;br /&gt;
PXI服务列表：&lt;br /&gt;
* [[Filesystem services PXI|PXI文件系统服务]]&lt;br /&gt;
* [[Process Services PXI|PXI进程服务]]&lt;br /&gt;
* [[Application Manager Services PXI|PXI应用管理服务]]&lt;br /&gt;
* [[Process Manager Services PXI|PXI进程管理服务]]&lt;br /&gt;
* [[Development Services PXI|PXI开发服务]]&lt;br /&gt;
* [[Gamecard Services PXI|PXI游戏卡带服务]]&lt;br /&gt;
&lt;br /&gt;
端口列表：&lt;br /&gt;
* [[ErrDisp|错误显示ErrDisp]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3&amp;diff=7923</id>
		<title>游戏存档</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3&amp;diff=7923"/>
		<updated>2013-08-24T12:38:44Z</updated>

		<summary type="html">&lt;p&gt;T: translate eng.ver www.3dbrew.org/w/index.php?title=Savegames&amp;amp;oldid=7872&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页面描述了 3DS游戏卡, SD/NAND,SD/NAND [[extdata]] 中以及别的地方发现的游戏存档格式，加密方法等等内容。你可以在[[Games|游戏]]页面找到多种游戏的存档。&lt;br /&gt;
&lt;br /&gt;
=== 加密手段 ===&lt;br /&gt;
&lt;br /&gt;
3DS上的游戏存档与DS的很像，都储存在游戏卡带的一块闪存芯片(FLASH chip)上。DS上这些游戏存档以明文的方式保存，3DS加了一层加密。通过对一些游戏存档的内容进行异或操作,显示出一些明文,看起来存档的加密方式应该是AES-CTR.&lt;br /&gt;
&lt;br /&gt;
这样猜测的理由在于序列密码法曾有一段时间使用512字节（作为单位来加密），即是说，在超过512字节之后，这种加密方法将重复某些关键字序列(keystream)。序列密码法加密的方法是，使用关键字序列对待加密数据进行异或操作，（得到的便是加密数据）。不幸的是，假如你使用重复的关键字序列加密某些已知的明文（在我们的场合里，是数据0），那么你基本上在泄漏你宝贵的关键字序列。（译者注:在位(Bit)级别上进行异或运算时，1^0=1,0^0=0，这里符号&amp;quot;^&amp;quot;表示异或，所以一个数据和0进行异或时会得到它本身。）&lt;br /&gt;
&lt;br /&gt;
那么怎么在3DS上运用这种解密方法呢？首先，将游戏存档切成以512字节为单位长度的片段，然后将除了只包含FF以外的片段以二进制方式查看。现在寻找最常见的公共片段，那就是你的关键字序列。现在用你原始的游戏存档和这些关键字序列进行异或操作，你将得到一个完全解密的游戏存档。对关键字序列进行异或操作以产生加密的游戏存档。（译者注:异或运算的一个重要性质是,a^b^b=a;即使用同样的关键字b对a进行两次异或将得到a本身，所以使用关键字序列对加密的游戏存档异或会得到明文，再异或一次又得到加密的存档。）&lt;br /&gt;
&lt;br /&gt;
==== Savegame keyY ====&lt;br /&gt;
&lt;br /&gt;
所有的游戏卡和SD卡存储的游戏都是用AES-CTR加密的.  The base CTR for gamecard savegames is all-zero. The gamecard savegame [[AES|keyslot]] keyY is unique for every region of each game. The [[NCSD]] partition flags determine the method used to generate this keyY. When the save [[NCSD]] flags checked by the running NATIVE_FIRM are all-zero, the system will use the repeating CTR, otherwise a proper CTR which never repeats within the image is used. When all of the flags checked by the running NATIVE_FIRM are clear, the keyY is a 8-byte block decrypted from the main [[NCCH#CXI|CXI]] + two u32 IDs read from gamecard commands.&lt;br /&gt;
&lt;br /&gt;
===== Hashed keyY and [[2.2.0-4]] Savegame Encryption =====&lt;br /&gt;
&lt;br /&gt;
[[NCSD]] partition的特定标志位被置位时，用CXI数据hash计算一个 SHA-256  (same data used with the original plain keyY), and the 0x40-bytes read from a gamecard command(this 0x40-byte data is also read by [[Process_Services_PXI|GetRomId]]). hash的前0x10-byte用做keyY。当标志位[7]被置位时，CTR不再使用原先的CTR方式使用，在存档镜像中不会使用重复数据。[[2.2.0-4]] 升级后，所有零售版有NCSD的游戏image都被发现在使用这种加密方式。 (含[[2.2.0-4]]以上的[[System Update CFA|System update partition]]), .&lt;br /&gt;
&lt;br /&gt;
This keyY generation method was implemented with [[2.0.0-2]] via NCSD partition flag[3], however the proper CTR wasn&#039;t implemented for flag[7] until [[2.2.0-4]]. The hashed keyY flag[3] implemented with [[2.0.0-2]] was likely never used with retail gamecards.&lt;br /&gt;
&lt;br /&gt;
===== [[6.0.0-11]] Savegame keyY =====&lt;br /&gt;
&lt;br /&gt;
[[6.0.0-11]] implemented support for generating the savegame keyY with a new method, this method is much more complex than previous keyY methods. This is enabled via new [[NCSD]] partition flags, all retail games which have the NCSD image finalized after the [[6.0.0-11]] release(and [[6.0.0-11]]+ in the system update partition) will have these flags set for using this new method.&lt;br /&gt;
&lt;br /&gt;
A SHA-256 hash is calculated over the data used with the above hashed keyY method, other data is hashed here as well. An [[AES]] MAC is then calculated over this hash, the output MAC is used for the savegame keyY.&lt;br /&gt;
&lt;br /&gt;
The keyY used for calculating this AES MAC is initialized while NATIVE_FIRM is loading, this keyY is generated via the [[RSA]] engine. The RSA slot used here is slot0(key-data for slot0 is initialized by bootrom), this RSA slot0 key-data is overwritten once the system boots any [[NCCH#CXI|CXIs]] from NAND like [[NS]].&lt;br /&gt;
&lt;br /&gt;
=== Wear leveling ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3DS在游戏存档闪存芯片上引入了wear leveling 方案。这是通过使用blockmap和journal来实现的。blockmap在闪存上偏移量为0，其后是journal。初始状态由blockmap指定，然后journal对其进行应用。&lt;br /&gt;
&lt;br /&gt;
The 3DS employs a wear leveling scheme on the savegame FLASH chips. This is done through the usage of blockmaps and a journal. The blockmap is located at offset 0 of the flash chip, and is immediately followed by the journal. The initial state is dictated by the blockmap, and the journal is then applied to that.&lt;br /&gt;
&lt;br /&gt;
首先，是8字节目前还不明白其确切意义的数据。然后是实际的blockmap。其结构很简单：&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
struct header_entry {&lt;br /&gt;
        uint8_t phys_sec; // when bit7 is set, block has checksums, otherwise checksums are all zero&lt;br /&gt;
        uint8_t alloc_cnt;&lt;br /&gt;
        uint8_t chksums[8];&lt;br /&gt;
} __attribute__((__packed__));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
每个sector有一个入口，从实际的sector1开始计数（sector 0 包含blockmap/journal）。&lt;br /&gt;
&lt;br /&gt;
blockmap后2字节为最开始的8个字节，以及blockmap的CRC16校验码（开始值为0xFFFF（像modbus））。&lt;br /&gt;
&lt;br /&gt;
然后是journal。其结构如下:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
struct sector_entry {&lt;br /&gt;
        uint8_t virt_sec;       // Mapped to sector&lt;br /&gt;
        uint8_t prev_virt_sec;  // Physical sector previously mapped to&lt;br /&gt;
        uint8_t phys_sec;       // Mapped from sector&lt;br /&gt;
        uint8_t prev_phys_sec;  // Virtual sector previously mapped to&lt;br /&gt;
        uint8_t phys_realloc_cnt;       // Amount of times physical sector has been remapped&lt;br /&gt;
        uint8_t virt_realloc_cnt;       // Amount of times virtual sector has been remapped&lt;br /&gt;
        uint8_t chksums[8];&lt;br /&gt;
} __attribute__((__packed__));&lt;br /&gt;
&lt;br /&gt;
struct long_sector_entry{&lt;br /&gt;
        struct sector_entry sector;&lt;br /&gt;
        struct sector_entry dupe;&lt;br /&gt;
        uint32_t magic;&lt;br /&gt;
}__attribute__((__packed__));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
magic 是一个固定值 0x080d6ce0.&lt;br /&gt;
&lt;br /&gt;
blockmap/journal入口的验校和是这样算出的:&lt;br /&gt;
* 每个 byte 是一个 0x200 大小加密的块的验校和&lt;br /&gt;
* 计算一个块的CRC16 (从 0xFFFF 开始) ,两个byte的CRC16一起进行异或运算，以产生 8bit 校验和&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AES MAC header ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image偏移&lt;br /&gt;
! 长度&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 0x10&lt;br /&gt;
| 通过 0x20-byte SHA256 hash的[[AES]]MAC&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0xF0&lt;br /&gt;
| 填充0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
这个AES MAC是用于&amp;quot;签名&amp;quot; DISA/DIFF header的. 每次更新游戏存档,存储在DISA/DIFF的hash都会更新.每次更改存档时,必然更新MAC. SHA256_Update()用于使用下面的加密方式计算这个 hash .&lt;br /&gt;
&lt;br /&gt;
==== Savegame Types ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 类型&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| CTR-EXT0&lt;br /&gt;
| SD/NAND [[Extdata]]&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SYS0&lt;br /&gt;
| [[System SaveData]]&lt;br /&gt;
|-&lt;br /&gt;
| CTR-NOR0&lt;br /&gt;
| 卡带游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SAV0&lt;br /&gt;
| 游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SIGN&lt;br /&gt;
| SD卡游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-9DB0&lt;br /&gt;
| [[Title_Database|Title database]] extdata images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Extdata SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 块的长度&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 游戏存档类型&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| First word is the hex ID from image filename, second word is the hex ID of the sub-dir under the &amp;lt;ExtdataIDLow&amp;gt; directory (all-zero for Quota.dat)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 1 for Quota.dat, 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Same as the previous u64&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DIFF header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== System SaveData SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| [[FS:OpenFile|SaveID]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DISA header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CTR-NOR0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DISA header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CTR-SAV0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Input data, for gamecard savegames this is the output SHA-256 hash from CTR-NOR0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gamecard savegames the output hash from this is used with the MAC. This save-type is also used for SD savegames, for SD saves the input data is the 0x100-byte DISA header. For SD savegames, the calculated output hash is used with CTR-SIGN.&lt;br /&gt;
&lt;br /&gt;
==== CTR-SIGN SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| ProgramID/SaveID&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| SHA-256 hash from CTR-SAV0&lt;br /&gt;
|}&lt;br /&gt;
This is used for SD savegames, the calculated hash from this is used with the MAC.&lt;br /&gt;
&lt;br /&gt;
==== CTR-9DB0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| ID, each .db image has a separate ID.&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DIFF header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is used for the /[[Title_Database|dbs]] .db extdata images.&lt;br /&gt;
&lt;br /&gt;
=== Partitions ===&lt;br /&gt;
&lt;br /&gt;
There can be multiple partitions in the image.&lt;br /&gt;
The partitions are represented by tables of DIFI blobs inside a DISA/DIFF structure.&lt;br /&gt;
The order of the DIFI blobs is the order of the partitions in the image.&lt;br /&gt;
&lt;br /&gt;
==== DISA ====&lt;br /&gt;
&lt;br /&gt;
* This is located @ 0x100 in the image, following the MAC header.&lt;br /&gt;
* If the uint32 @ 0x68 in the DISA(the low 8-bits) is non-zero, then the secondary table is is used, otherwise the primary table is used. &lt;br /&gt;
* If the table has more then 1 DIFI then the uint32 @ 0x168 is the offset from the DATA partition to the file base (masked with 0xFFFFFFFE).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DISA&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x40000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Total partition entries in a table&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to secondary partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to primary partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Partition table size&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition entry offset in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition entry length in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition entry offset in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition entry length in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition length&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition length&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4&lt;br /&gt;
| Active table (and the offset to the filebase)&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 0x20&lt;br /&gt;
| Hash from active table&lt;br /&gt;
|-&lt;br /&gt;
| 0x8C&lt;br /&gt;
| 0x74&lt;br /&gt;
| Reserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The hash in the DISA hashes the Active Table (starting from tables&#039;s offset to tables&#039;s offset + table length) with SHA256.&lt;br /&gt;
* The partition offsets are absolute offsets in the image.&lt;br /&gt;
* The SAVE partition offset is usually 0x1000. The SAVE/DATA partitions begins with the DPFS partitions, the relative offset for the IVFC partition data is specified by the DPFS header.&lt;br /&gt;
&lt;br /&gt;
The DIFIs table at offset 0x200 in the image has 2 DIFIs when the DATA partition isn&#039;t used, 4 DIFIs otherwise. Each partition table contains the SAVE DIFI entry and optionally the DATA entry. The secondary partition table is located at offset 0x200 in the image, and the primary table follows the secondary table.&lt;br /&gt;
&lt;br /&gt;
The non-active table is for backup.&lt;br /&gt;
&lt;br /&gt;
==== DIFF ====&lt;br /&gt;
&lt;br /&gt;
* This is the [[extdata]] equivalent of DISA, for extdata which use FS. DIFF is only used for extdata.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DIFF&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x30000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Secondary partition table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Primary partition table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Partition table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| File Base Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| File Base Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 4&lt;br /&gt;
| Active Partition Table (0 = Primary, 1 = Secondary)&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 0x20&lt;br /&gt;
| Hash of the Active Partition Table&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0xAC&lt;br /&gt;
| Reserved1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DIFI ====&lt;br /&gt;
&lt;br /&gt;
These 0x12C-byte blobs describe the partitions. Following each partition is an unused 0xFFFFFFFF cleartext word in the raw image. Every DIFI blob describes a partition. Partitions are catted together, so after the end of one partition is the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
For most games there&#039;s only 1 partition (The SAVE partition) and some (like Asphalt 3D, Steel Diver &amp;amp; Lego Star Wars III) has 2 partitions.&lt;br /&gt;
&lt;br /&gt;
* 2 Partitions means that the files inside the SAVE partition is on the DATA partition.&lt;br /&gt;
* The DISA/DIFF headers support a maximum of 2 partitions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DIFI&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x10000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to &amp;quot;IVFC&amp;quot; blob in DIFI (Always 0x44)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Size of &amp;quot;IVFC&amp;quot; blob&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to &amp;quot;DPFS&amp;quot; blob in DIFI (Always 0xBC)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Size of &amp;quot;DPFS&amp;quot; blob&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to the hash in DIFI (Always 0x10C)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| Size of this hash&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 4&lt;br /&gt;
| Flags (when this byte is non-zero, this is a DATA partition)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 8&lt;br /&gt;
| File base offset (for DATA partitions)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IVFC ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;IVFC&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x20000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 0x8&lt;br /&gt;
| Master hash size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 1 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 1 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 1 block size, in log2&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 2 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 2 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 2 block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 3 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 3 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 3 block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem size&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 8&lt;br /&gt;
| Unknown (usually 0x78=120)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* This savegame IVFC is almost identical to the [[RomFS]] IVFC, except for the additional filesystem level. Exactly like RomFS, each level except level4 is a hash-table where each hash entry hashes the data in the next level, padded to the log2 block size.&lt;br /&gt;
&lt;br /&gt;
==== DPFS ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DPFS&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x10000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to first table&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| First table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| First table block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to second table&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| Second table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| Second table block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition size&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Every block this table point to is written twice (concatenated). You can see that the offset to the next block is twice the length (except the data which always begin after 0x1000).&lt;br /&gt;
* The offsets contained in the DPFS and IVFC are relative to the partition offset in the DISA/DIFF. The offsets from the IVFC are additionally added with the IVFC partition offset from the DPFS.&lt;br /&gt;
&lt;br /&gt;
The first partition&#039;s data usually starts at 0x2000. First comes the hashtable (usually start @ 0x40 into the partition) and then the filesystem.&lt;br /&gt;
&lt;br /&gt;
The hashtable entries&#039; size is 2^x where x is the &#039;Filesystem block size&#039; from the IVFC block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DIFI Hash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The last 0x20-bytes of the partition following the DIFI, IVFC and DPFS is a SHA256 hash. The offset to this hash is stored in the DIFI. This hashes the IVFC level 1, with the buffer which is hashed aligned to the IVFC level 1 log2 block-size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Drawing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Sfimg_drawing.png]]&lt;br /&gt;
&lt;br /&gt;
==== The SAVE partition ====&lt;br /&gt;
&lt;br /&gt;
* The SAVE filesystem works with a backup. There are two SAVE blocks inside the partition concatenated. Which SAVE block is the updated one is unknown yet.. (I&#039;m guessing from experience that (image[0x100B] &amp;amp; 0x20) == 0x20 --&amp;gt; 1st SAVE --[[User:Elisherer|Elisherer]] 01:30, 18 October 2011 (CEST))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finding the folders table:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At folder table exact offset from the SAVE struct (from the beginning of the struct).&lt;br /&gt;
* Otherwise: The &#039;folder table offset&#039; * &#039;folder table media&#039; (=0x200) from the &#039;filestore offset&#039;. (usually 0 from filebase)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finding the files table:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At file table exact offset from the SAVE struct (from the beginning of the struct).&lt;br /&gt;
* Otherwise: The &#039;file table offset&#039; * &#039;file table media&#039; (=0x200) from the &#039;filestore offset&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detemining the filestore base:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At file base from the DATA&#039;s DIFI struct into the DATA partition.&lt;br /&gt;
* Otherwise: At the &#039;filestore offset&#039; from the beginning of the SAVE struct.&lt;br /&gt;
&lt;br /&gt;
Folder&#039;s entry structure:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 struct folder_entry {&lt;br /&gt;
     u32 parent_folder_index;&lt;br /&gt;
     u8  filename[0x10];&lt;br /&gt;
     u32 folder_index;&lt;br /&gt;
     u32 unk1; &lt;br /&gt;
     u32 last_file_index;&lt;br /&gt;
     u32 unk3; &lt;br /&gt;
     u32 unk4;&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File&#039;s entry structure:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 struct file_entry {&lt;br /&gt;
     u32 parent_folder_index;&lt;br /&gt;
     u8  filename[0x10];&lt;br /&gt;
     u32 index;&lt;br /&gt;
     u32 unk1; // magic?&lt;br /&gt;
     u32 block_offset;&lt;br /&gt;
     u64 file_size;&lt;br /&gt;
     u32 unk2; // flags?&lt;br /&gt;
     u32 unk3;&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first entry in both tables is the count of the table, the parent directory index will be the amount of table rows. The root includes itself, so there are the amount - 1 (minus one) folders in the root directory (or files). The entries that follow after the root are the actual folders/files.&lt;br /&gt;
&lt;br /&gt;
Reading the files out is as simple as taking the file base offset and adding (block_offset * 0x200) to it.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a follow-up example from the Legend of Zelda: Ocarina of Time 3D:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//FST entry = SAVE base + File base + (FST offset * 0x200) + (FST entry # * 0x30)&lt;br /&gt;
//0x2600    = 0x2000    + 0x400     + (0x1        * 0x200) + (0x0         * 0x30)&lt;br /&gt;
&lt;br /&gt;
00002600: 03000000 09000000 00000000 00000000  ................&lt;br /&gt;
00002610: 00000000 00000000 00000000 00000000  ................&lt;br /&gt;
00002620: 00000000 00000000 00000000 00000000  ................&lt;br /&gt;
00002630: 01000000 73797374 656D2E64 61740000  ....system.dat..&lt;br /&gt;
00002640: 00000000 00000000 D57B1100 02000000  ........?{......&lt;br /&gt;
00002650: 22000000 00000000 E8121500 00000000  &amp;quot;.......è.......&lt;br /&gt;
00002660: 01000000 73617665 30302E62 696E0000  ....save00.bin..&lt;br /&gt;
00002670: 00000000 01000000 69921100 03000000  ........i’......&lt;br /&gt;
00002680: DC140000 00000000 04000000 00000000  ü...............&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;SAVE&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x40000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to data in this SAVE header(normally 0x20)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Partition Size [medias]&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 4&lt;br /&gt;
| Partition Media Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 8&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 4&lt;br /&gt;
| Media-size for the below sections&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| FolderMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 4&lt;br /&gt;
| FolderMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, FolderMap size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| FileMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 4&lt;br /&gt;
| FileMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, FileMap size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| BlockMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 4&lt;br /&gt;
| BlockMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 4&lt;br /&gt;
| Uknown, BlockMap size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| File store offset (from SAVE)&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 4&lt;br /&gt;
| File store length [medias]&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, File store size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4/8&lt;br /&gt;
| Folders Table offset (8 bytes in DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 4&lt;br /&gt;
| Folders Table Length (medias) (Only in no DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 4&lt;br /&gt;
| Folders Table unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x74&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, Folders Table size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x78&lt;br /&gt;
| 4/8&lt;br /&gt;
| Files Table offset (8 bytes in DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C&lt;br /&gt;
| 4&lt;br /&gt;
| Files Table Length (medias) (Only in no DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| 4&lt;br /&gt;
| Files Table unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x84&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, Files Table size-related&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The FolderMap and FileMap still unknown. They are tables of uint32.&lt;br /&gt;
* The BlockMap is a map of the blocks in the filestore. An entry in the BlockMap is 2 uint32: {uint32 start_block; uint32 end_block; }. This is still being researched. (You can use [[3DSExplorer]] to see those maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Drawing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Sfsave_drawing.png]]&lt;br /&gt;
&lt;br /&gt;
=== 初始化 ===&lt;br /&gt;
&lt;br /&gt;
当一个存储FLASH包含所有xFFFF块，它假定由游戏墨盒未初始化，初始化默认数据的地方，不提示用户的情况下。0xFFFFFFFF的块未初始化的数据。当创建一个非游戏卡的秘技和其他图像/文件，它的最初所有0xFFFFFFFF的，直到它的一些块格式化，加密数据覆盖。&lt;br /&gt;
When a save FLASH contains all xFFFF blocks it&#039;s assumed uninitialized by the game cartridges and it initializes default data in place, without prompting the user. The 0xFFFFFFFF blocks are uninitialized data. When creating a non-gamecard savegame and other images/files, it&#039;s initially all 0xFFFFFFFF until it&#039;s formatted where some of the blocks are overwritten with encrypted data.&lt;br /&gt;
&lt;br /&gt;
我得到了一个新的游戏 SplinterCell3D-Pal ，它的128KB存档除去开头的0x10 byte是‘Z’（大写），其余都为0xFF --[[User:Elisherer|Elisherer]] 22:41  2011年10月15日（CEST）&lt;br /&gt;
&lt;br /&gt;
=== 事实 ===&lt;br /&gt;
&lt;br /&gt;
如果你发现二进制文件的一些事实把它们分享到这里：&lt;br /&gt;
&lt;br /&gt;
* 从一个存档到这个游戏在这个分区的另一个游戏备份，后者全部image的头部变为随机位置.. --[[User:Elisherer|Elisherer]] 22:41 2011年10月15日（CEST）&lt;br /&gt;
从一个“随机”位置在分区和整个图像头的最后一个文件，保存到另一个游戏备份.. &lt;br /&gt;
=== 工具 ===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/3dshax/3ds/tree/master/3dsfuse 3dsfuse] 支持读写游戏存档。在mount的FUSE文件系统中，/output.sav是raw FLASH save-image。When the save was modified, a separate tool to update the MAC must be used with /clean.sav, prior to writing output.sav to a gamecard.&lt;br /&gt;
* [[3DSExplorer]] supports reading of savegames, it doesn&#039;t support reading the new encrypted savegames and maybe in the future it will support modifying (some of the modyfing code is already implemented).&lt;br /&gt;
[[セーブデータ|Japanese]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E4%BA%A4%E6%8D%A2%E6%97%A5%E8%AE%B0&amp;diff=7921</id>
		<title>交换日记</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E4%BA%A4%E6%8D%A2%E6%97%A5%E8%AE%B0&amp;diff=7921"/>
		<updated>2013-08-24T11:56:26Z</updated>

		<summary type="html">&lt;p&gt;T: translate eng.ver http://www.3dbrew.org/w/index.php?title=Swapnote&amp;amp;oldid=7893&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Swapnote以及欧版的aka Nintendo Letter Box，是一个允许你通过SpotPass/StreetPass发送日志给朋友的eShop应用。&lt;br /&gt;
&lt;br /&gt;
=== Swapnote Extdata ===&lt;br /&gt;
&lt;br /&gt;
记录、接收的日记都记录在extdata中。每一篇日记保存时会创建两个extdata文件。通过XOR获得整个日记的明文是困难的，因为这些extdata已经有日记文件存储，而日记中的图像数据通过MPO存储。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=SD%E6%95%B0%E6%8D%AE%E5%A4%87%E4%BB%BD&amp;diff=7920</id>
		<title>SD数据备份</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=SD%E6%95%B0%E6%8D%AE%E5%A4%87%E4%BB%BD&amp;diff=7920"/>
		<updated>2013-08-24T11:41:02Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概述 ==&lt;br /&gt;
本文介绍了[[6.0.0-11]]的用户可以备份SD卡中title上限为30条的[[Savegames|游戏存档]]。用户在[[主菜单界面]]中选中应用程序后，有备份数据的选项出现。在[[系统设置]]中用户能够删除、恢复备份。例外可以参阅[[SD Savedata Backups#Exclusions|Exclusions]]。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 备份 ==&lt;br /&gt;
备份数据存储在目录:&lt;br /&gt;
&lt;br /&gt;
sdmc:/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;/backups&lt;br /&gt;
&lt;br /&gt;
备份目录的结构（每条存档都有这个结构）：&lt;br /&gt;
&lt;br /&gt;
backups&lt;br /&gt;
└───XXX&lt;br /&gt;
     └───&amp;lt;Application TitleID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;XXX&#039;&#039;&#039; - 一对三位的十六进制数字代表插槽编号，比如000-01D&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;Application TitleID&amp;gt;&#039;&#039;&#039; - 目录包含了备份title的data目录的每个字节（存档文件本来就放在那里的）&lt;br /&gt;
&lt;br /&gt;
每条存档槽只有一个存档数据，备份数据的详细信息是由[[Extdata|System Settings&#039;s Extdata]] 记录的，不能手动创建。如果[[Extdata|System Settings&#039;s Extdata]] 发生损坏，备份槽的详细信息可以从备份目录中的文件来恢复。&lt;br /&gt;
&lt;br /&gt;
== 例外 ==&lt;br /&gt;
有些title的备份是受限的。这些受限的备份仅在title被删除后做一次恢复。然而GBA title完全不允许备份，原因不明。NS CFA 的 [[NS_CFA|ctr_backup_black_list]] 文件，包含了一个 Unique-ID 的黑名单。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 常规 3DS Title ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! JPN UniqueID&lt;br /&gt;
! USA UniqueID&lt;br /&gt;
! EUR UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000950&lt;br /&gt;
| 000ba8&lt;br /&gt;
| 000ba9&lt;br /&gt;
| Pokemon Mystery Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| 000343&lt;br /&gt;
| 000465&lt;br /&gt;
| 0004b3&lt;br /&gt;
| Cubic Ninja&lt;br /&gt;
|-&lt;br /&gt;
| 000481&lt;br /&gt;
| 000ae4&lt;br /&gt;
| 000b1d&lt;br /&gt;
| Monster Hunter 3G&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 00048d&lt;br /&gt;
| 0005f6&lt;br /&gt;
| Reel Fishing 3D Paradise&lt;br /&gt;
|-&lt;br /&gt;
| 0004d7&lt;br /&gt;
| 00066c&lt;br /&gt;
| 00066d&lt;br /&gt;
| Pokemon Rumble Blast&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 000933&lt;br /&gt;
| Freakyforms Deluxe&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 000ae1&lt;br /&gt;
| ?&lt;br /&gt;
| Pokemon Dream Radar&lt;br /&gt;
|-&lt;br /&gt;
| 0009f6&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Senran Kagura Burst: Guren no Shoujotachi&lt;br /&gt;
|-&lt;br /&gt;
| 000a4d&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Sengoku Musou Chronicle 2nd&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 0008c9&lt;br /&gt;
| Marvel Pinball 3D&lt;br /&gt;
|-&lt;br /&gt;
| 000862&lt;br /&gt;
| 000863&lt;br /&gt;
| 000864&lt;br /&gt;
| Animal Crossing: New Leaf&lt;br /&gt;
|-&lt;br /&gt;
| 000321&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| New Love Plus&lt;br /&gt;
|-&lt;br /&gt;
| 00065e&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Dragon Quest VII - Eden no Senshitachi&lt;br /&gt;
|-&lt;br /&gt;
| 0006d2&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Fantasy Life&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Dillon&#039;s Rolling Western&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Zen Pinball 3D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== VC Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! JPN UniqueID&lt;br /&gt;
! USA UniqueID&lt;br /&gt;
! EUR UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000748&lt;br /&gt;
| 000749&lt;br /&gt;
| 00074a&lt;br /&gt;
| F-Zero: Maximum Velocity&lt;br /&gt;
|-&lt;br /&gt;
| 00074b&lt;br /&gt;
| 00074c&lt;br /&gt;
| 00074d&lt;br /&gt;
| Mario Kart Super Circuit&lt;br /&gt;
|-&lt;br /&gt;
| 00074e&lt;br /&gt;
| 00074f&lt;br /&gt;
| 000750&lt;br /&gt;
| Wario Land 4&lt;br /&gt;
|-&lt;br /&gt;
| 000752&lt;br /&gt;
| 000753&lt;br /&gt;
| 000754&lt;br /&gt;
| Yoshi&#039;s Island: Super Mario Advance 3&lt;br /&gt;
|-&lt;br /&gt;
| 000755&lt;br /&gt;
| 000756&lt;br /&gt;
| 000757&lt;br /&gt;
| Metroid Fusion&lt;br /&gt;
|-&lt;br /&gt;
| 000758&lt;br /&gt;
| 000759&lt;br /&gt;
| 00075a&lt;br /&gt;
| WarioWare Inc: Mega Microgame&lt;br /&gt;
|-&lt;br /&gt;
| 00075b&lt;br /&gt;
| 00075c&lt;br /&gt;
| 00075d&lt;br /&gt;
| Kirby &amp;amp; The Amazing Mirror&lt;br /&gt;
|-&lt;br /&gt;
| 000766&lt;br /&gt;
| 000767&lt;br /&gt;
| 000768&lt;br /&gt;
| Mario vs Donkey Kong&lt;br /&gt;
|-&lt;br /&gt;
| 000769&lt;br /&gt;
| 00076a&lt;br /&gt;
| 00076b&lt;br /&gt;
| Fire Emblem: The Sacred Stones&lt;br /&gt;
|-&lt;br /&gt;
| 00076c&lt;br /&gt;
| 00076d&lt;br /&gt;
| 00076e&lt;br /&gt;
| The Legend of Zelda: The Minish Cap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 未登入 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000395&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000496&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000528&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00055d&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00055e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0005dc&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0006a2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00072a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000732&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000775&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0007fc&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000863&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c3&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c4&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c5&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c8&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008e3&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008fa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000913&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009aa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009d6&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009fa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000a27&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000b4a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000bae&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c34&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c6f&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c71&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c72&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c9e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cc5&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cc6&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cfd&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d10&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d2e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d4a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000e68&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000edc&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=SD%E6%95%B0%E6%8D%AE%E5%A4%87%E4%BB%BD&amp;diff=7919</id>
		<title>SD数据备份</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=SD%E6%95%B0%E6%8D%AE%E5%A4%87%E4%BB%BD&amp;diff=7919"/>
		<updated>2013-08-24T11:37:05Z</updated>

		<summary type="html">&lt;p&gt;T: translate eng.ver http://www.3dbrew.org/w/index.php?title=SD_Savedata_Backups&amp;amp;oldid=7912&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概述 ==&lt;br /&gt;
本文介绍了[[6.0.0-11]]的用户可以备份SD卡中title上限为30条的[[Savegames|游戏存档]]。用户在[[主菜单界面]]中选中应用程序后，有备份数据的选项出现。在[[系统设置]]中用户能够删除、恢复备份。例外可以参阅[[SD Savedata Backups#Exclusions|Exclusions]]。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 备份 ==&lt;br /&gt;
备份数据存储在目录:&lt;br /&gt;
&lt;br /&gt;
sdmc:/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;/backups&lt;br /&gt;
&lt;br /&gt;
备份目录的结构（每条存档都有这个结构）：&lt;br /&gt;
&lt;br /&gt;
backups&lt;br /&gt;
└───XXX&lt;br /&gt;
     └───&amp;lt;Application TitleID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;XXX&#039;&#039;&#039; - 一对三位的十六进制数字代表插槽编号，比如000-01D&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;Application TitleID&amp;gt;&#039;&#039;&#039; - 目录包含了备份title的data目录的每个字节（存档文件本来就放在那里的）&lt;br /&gt;
&lt;br /&gt;
每条存档槽只有一个存档数据，备份数据的详细信息是由[[Extdata|System Settings&#039;s Extdata]] 记录的，不能手动创建。如果[[Extdata|System Settings&#039;s Extdata]] 发生损坏，备份槽的详细信息可以从备份目录中的文件来恢复。&lt;br /&gt;
&lt;br /&gt;
== 例外 ==&lt;br /&gt;
有些title的备份是受限的。这些受限的备份仅在title被删除后做一次恢复。然而GBA title完全不允许备份，原因不明。NS CFA 的 [[NS_CFA|ctr_backup_black_list]] 文件，包含了一个 Unique-ID 的黑名单。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 常规 3DS Titles ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! JPN UniqueID&lt;br /&gt;
! USA UniqueID&lt;br /&gt;
! EUR UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000950&lt;br /&gt;
| 000ba8&lt;br /&gt;
| 000ba9&lt;br /&gt;
| Pokemon Mystery Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| 000343&lt;br /&gt;
| 000465&lt;br /&gt;
| 0004b3&lt;br /&gt;
| Cubic Ninja&lt;br /&gt;
|-&lt;br /&gt;
| 000481&lt;br /&gt;
| 000ae4&lt;br /&gt;
| 000b1d&lt;br /&gt;
| Monster Hunter 3G&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 00048d&lt;br /&gt;
| 0005f6&lt;br /&gt;
| Reel Fishing 3D Paradise&lt;br /&gt;
|-&lt;br /&gt;
| 0004d7&lt;br /&gt;
| 00066c&lt;br /&gt;
| 00066d&lt;br /&gt;
| Pokemon Rumble Blast&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 000933&lt;br /&gt;
| Freakyforms Deluxe&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 000ae1&lt;br /&gt;
| ?&lt;br /&gt;
| Pokemon Dream Radar&lt;br /&gt;
|-&lt;br /&gt;
| 0009f6&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Senran Kagura Burst: Guren no Shoujotachi&lt;br /&gt;
|-&lt;br /&gt;
| 000a4d&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Sengoku Musou Chronicle 2nd&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 0008c9&lt;br /&gt;
| Marvel Pinball 3D&lt;br /&gt;
|-&lt;br /&gt;
| 000862&lt;br /&gt;
| 000863&lt;br /&gt;
| 000864&lt;br /&gt;
| Animal Crossing: New Leaf&lt;br /&gt;
|-&lt;br /&gt;
| 000321&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| New Love Plus&lt;br /&gt;
|-&lt;br /&gt;
| 00065e&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Dragon Quest VII - Eden no Senshitachi&lt;br /&gt;
|-&lt;br /&gt;
| 0006d2&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Fantasy Life&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Dillon&#039;s Rolling Western&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Zen Pinball 3D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== VC Title ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! JPN UniqueID&lt;br /&gt;
! USA UniqueID&lt;br /&gt;
! EUR UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000748&lt;br /&gt;
| 000749&lt;br /&gt;
| 00074a&lt;br /&gt;
| F-Zero: Maximum Velocity&lt;br /&gt;
|-&lt;br /&gt;
| 00074b&lt;br /&gt;
| 00074c&lt;br /&gt;
| 00074d&lt;br /&gt;
| Mario Kart Super Circuit&lt;br /&gt;
|-&lt;br /&gt;
| 00074e&lt;br /&gt;
| 00074f&lt;br /&gt;
| 000750&lt;br /&gt;
| Wario Land 4&lt;br /&gt;
|-&lt;br /&gt;
| 000752&lt;br /&gt;
| 000753&lt;br /&gt;
| 000754&lt;br /&gt;
| Yoshi&#039;s Island: Super Mario Advance 3&lt;br /&gt;
|-&lt;br /&gt;
| 000755&lt;br /&gt;
| 000756&lt;br /&gt;
| 000757&lt;br /&gt;
| Metroid Fusion&lt;br /&gt;
|-&lt;br /&gt;
| 000758&lt;br /&gt;
| 000759&lt;br /&gt;
| 00075a&lt;br /&gt;
| WarioWare Inc: Mega Microgame&lt;br /&gt;
|-&lt;br /&gt;
| 00075b&lt;br /&gt;
| 00075c&lt;br /&gt;
| 00075d&lt;br /&gt;
| Kirby &amp;amp; The Amazing Mirror&lt;br /&gt;
|-&lt;br /&gt;
| 000766&lt;br /&gt;
| 000767&lt;br /&gt;
| 000768&lt;br /&gt;
| Mario vs Donkey Kong&lt;br /&gt;
|-&lt;br /&gt;
| 000769&lt;br /&gt;
| 00076a&lt;br /&gt;
| 00076b&lt;br /&gt;
| Fire Emblem: The Sacred Stones&lt;br /&gt;
|-&lt;br /&gt;
| 00076c&lt;br /&gt;
| 00076d&lt;br /&gt;
| 00076e&lt;br /&gt;
| The Legend of Zelda: The Minish Cap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 未排序 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000395&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000496&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000528&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00055d&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00055e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0005dc&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0006a2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00072a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000732&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000775&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0007fc&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000863&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c3&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c4&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c5&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c8&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008e3&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008fa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000913&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009aa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009d6&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009fa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000a27&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000b4a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000bae&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c34&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c6f&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c71&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c72&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c9e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cc5&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cc6&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cfd&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d10&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d2e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d4a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000e68&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000edc&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E8%87%AA%E5%B8%A6%E4%BB%BB%E5%A4%A9%E5%A0%82%E8%BD%AF%E4%BB%B6&amp;diff=7546</id>
		<title>自带任天堂软件</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E8%87%AA%E5%B8%A6%E4%BB%BB%E5%A4%A9%E5%A0%82%E8%BD%AF%E4%BB%B6&amp;diff=7546"/>
		<updated>2013-07-05T07:19:42Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;备注&#039;&#039;&#039;			&lt;br /&gt;
|-&lt;br /&gt;
|[[Home Menu]]&lt;br /&gt;
|[[主菜单界面]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[3D Video]]&lt;br /&gt;
|[[3D影像]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Activity Log]]&lt;br /&gt;
|[[活动记录]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[AR Games]]&lt;br /&gt;
|[[AR游戏]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Download Play]]&lt;br /&gt;
|[[单卡联机]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[eShop]]&lt;br /&gt;
|[[在线商店]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Face Raiders]]&lt;br /&gt;
|[[颜射游戏]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Friend List]]&lt;br /&gt;
|[[朋友列表]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Game Notes]]&lt;br /&gt;
|[[游戏记录]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Health &amp;amp; Safety Information]]&lt;br /&gt;
|[[健康和安全须知]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Internet Browser]]&lt;br /&gt;
|[[网络浏览器]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Mii Maker]]&lt;br /&gt;
|[[Mii制作工具]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo 3DS Camera]]&lt;br /&gt;
|[[照相机]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo 3DS Sound]]&lt;br /&gt;
|[[音乐播放器]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Zone]]&lt;br /&gt;
|[[任天堂乐园]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Notifications]]&lt;br /&gt;
|[[通知]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Save Data Transfer Tool]]&lt;br /&gt;
|[[数据转移工具]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[SpotPass]]&lt;br /&gt;
|[[随时通信]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[StreetPass]]&lt;br /&gt;
|[[擦肩通信]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[StreetPass Mii Plaza]]&lt;br /&gt;
|[[擦肩通信Mii广场]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Swapnote]]&lt;br /&gt;
|[[交换日记]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[System Settings]]&lt;br /&gt;
|[[系统设置]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[System Transfer]]&lt;br /&gt;
|[[系统转移]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Video]]&lt;br /&gt;
|[[任天堂视频]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Eurosport]]&lt;br /&gt;
|[[Eurosport]]（见[[任天堂视频]]）&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Service Center Tools]]&lt;br /&gt;
|[[任天堂技术支持中心工具]]&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E8%87%AA%E5%B8%A6%E4%BB%BB%E5%A4%A9%E5%A0%82%E8%BD%AF%E4%BB%B6&amp;diff=7545</id>
		<title>自带任天堂软件</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E8%87%AA%E5%B8%A6%E4%BB%BB%E5%A4%A9%E5%A0%82%E8%BD%AF%E4%BB%B6&amp;diff=7545"/>
		<updated>2013-07-05T07:16:57Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;英文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;中文词条&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;备注&#039;&#039;&#039;			&lt;br /&gt;
|-&lt;br /&gt;
|[[Home Menu]]	|[[主菜单界面]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[3D Video]]	|[[3D影像]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Activity Log]]	|[[活动记录]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[AR Games]]	|[[AR游戏]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Download Play]]	|[[单卡联机]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[eShop]]	|[[在线商店]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Face Raiders]]	|[[颜射游戏]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Friend List]]	|[[朋友列表]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Game Notes]]	|[[游戏记录]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Health &amp;amp; Safety Information]]	|[[健康和安全须知]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Internet Browser]]	|[[网络浏览器]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Mii Maker]]	|[[Mii制作工具]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo 3DS Camera]]	|[[照相机]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo 3DS Sound]]	|[[音乐播放器]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Zone]]	|[[任天堂乐园]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Notifications]]	|[[通知]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Save Data Transfer Tool]]	|[[数据转移工具]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[SpotPass]]	|[[随时通信]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[StreetPass]]	|[[擦肩通信]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[StreetPass Mii Plaza]]	|[[擦肩通信Mii广场]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Swapnote]]	|[[交换日记]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[System Settings]]	|[[系统设置]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[System Transfer]]	|[[系统转移]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Video]]	|[[任天堂视频]]	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Eurosport]]	|[[Eurosport]]（见[[任天堂视频]]）	|	&lt;br /&gt;
|-&lt;br /&gt;
|[[Nintendo Service Center Tools]]	|[[任天堂技术支持中心工具]]	|	&lt;br /&gt;
|-&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%95%B0%E6%8D%AE%E8%BD%AC%E7%A7%BB%E5%B7%A5%E5%85%B7&amp;diff=7539</id>
		<title>数据转移工具</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%95%B0%E6%8D%AE%E8%BD%AC%E7%A7%BB%E5%B7%A5%E5%85%B7&amp;diff=7539"/>
		<updated>2013-07-05T06:48:12Z</updated>

		<summary type="html">&lt;p&gt;T: translation eng.ver http://www.3dbrew.org/w/index.php?title=Save_Data_Transfer_Tool&amp;amp;oldid=5255&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;此工具可把eShop允许转移的游戏存档，从游戏卡带转移到安装在SD卡的eShop版本。此工具仅支持从游戏卡带到SD卡。转移完成后，会删除原游戏卡上的存档。&lt;br /&gt;
&lt;br /&gt;
加载此工具时，该工具[https://npdl.cdn.nintendowifi.net/p01/nsa/pZWhL0tyf4FMCt8r/FGONLYT/fairy_bl.lrc 下载]的黑名单中的title不能转移游戏存档， to extdata with [[SpotPass]]。有效内容中可能包含哈希。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Navigation&amp;diff=7531</id>
		<title>首页/Navigation</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Navigation&amp;diff=7531"/>
		<updated>2013-07-04T23:14:23Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main page box|导航|首页/Navigation}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: -.3em -1em -1em -1em;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; bgcolor=&amp;quot;#fff&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2px&amp;quot; cellspacing=&amp;quot;2px&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#e7eef6&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;常规&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &#039;&#039;&#039;N3DS硬件&#039;&#039;&#039;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;  colspan=&amp;quot;2&amp;quot;  | &#039;&#039;&#039;N3DS软件&#039;&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #F5FAFF;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
*[[N3DS漏洞|N3DS漏洞]]&lt;br /&gt;
*[[术语表]]&lt;br /&gt;
*[[常见问题解答]]&lt;br /&gt;
*[[Friend code]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[游戏|已发售游戏]]&lt;br /&gt;
*[[Serials|序列号]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[:Category:PC utilities|PC端破解工具]]（英文）&lt;br /&gt;
*[[中文翻译计划]]&lt;br /&gt;
|&lt;br /&gt;
*[[N3DS硬件配置]]&lt;br /&gt;
*[[外设]]&lt;br /&gt;
*[[游戏卡带]]&lt;br /&gt;
*[[视频捕捉]]&lt;br /&gt;
|&lt;br /&gt;
*[[自带任天堂软件]]&lt;br /&gt;
*[[3DS开发机软件]]&lt;br /&gt;
*[[内存布局]]&lt;br /&gt;
*[[服务API]]&lt;br /&gt;
*[[系统调用列表]] &lt;br /&gt;
*[[IO|IO寄存器列表]] （英文）&lt;br /&gt;
*[[:Category:Kernel_objects|内核对象]]（英文）&lt;br /&gt;
|&lt;br /&gt;
*[[已知文件格式]]([[CCI]]/[[CXI]]/[[CIA]])&lt;br /&gt;
*[[Title list|程序ID列表]]（英文）&amp;lt;!-- 致翻译者：请不要翻译数据库条目，谢谢。 --&amp;gt;&lt;br /&gt;
*[[Title metadata|游戏元数据]]（英文）&lt;br /&gt;
*[[Update Data|系统更新]]（英文）&lt;br /&gt;
*[[SD卡文件系统]]&lt;br /&gt;
*[[闪存文件系统]]&lt;br /&gt;
*[[引导程序]]&lt;br /&gt;
*[[游戏存档]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{box-footer-empty}}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E4%B8%BB%E8%8F%9C%E5%8D%95%E7%95%8C%E9%9D%A2&amp;diff=7529</id>
		<title>主菜单界面</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E4%B8%BB%E8%8F%9C%E5%8D%95%E7%95%8C%E9%9D%A2&amp;diff=7529"/>
		<updated>2013-07-04T23:02:34Z</updated>

		<summary type="html">&lt;p&gt;T: translation eng.ver http://www.3dbrew.org/w/index.php?title=Home_Menu&amp;amp;oldid=7518&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;主菜单界面是N3DS的核心之一。从这里我们可以运行游戏，观看视频，管理朋友列表以及更改设置。开机时[[NS]]载入它后，它就一直以3DS-mode后台运行，除非运行某些应用（比如[[系统设置]]）。&lt;br /&gt;
通常主菜单进程崩溃/终止时，系统会重启主菜单。此时主菜单会显示一个手动重启系统的错误信息。&lt;br /&gt;
&lt;br /&gt;
==版本信息==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 系统版本&lt;br /&gt;
! 固件版本&lt;br /&gt;
! 更新日期&lt;br /&gt;
! 修改记录&lt;br /&gt;
! CDN可用性&lt;br /&gt;
! CDN发布日期&lt;br /&gt;
|-&lt;br /&gt;
| [[1.0.0-0|1.0.0-0]]&lt;br /&gt;
| 0&lt;br /&gt;
| 2011.2.26&lt;br /&gt;
| 首发3DS自带固件&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.2.18&lt;br /&gt;
|-&lt;br /&gt;
| [[1.1.0-0|1.1.0-0]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 从部分游戏卡带进行升级&lt;br /&gt;
| 不可用&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[1.1.0-1|1.1.0-1]] &lt;br /&gt;
| 0 &lt;br /&gt;
| 2011年2月某日&lt;br /&gt;
| 一般性bug修复&lt;br /&gt;
在主菜单加入了3D视频选项（仅加入了一段时间）&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.3.1&lt;br /&gt;
|-&lt;br /&gt;
| [[2.0.0-2|2.0.0-2]]&lt;br /&gt;
| 1029&lt;br /&gt;
| 2011.6.6/7&lt;br /&gt;
| 来自官方的升级信息：（DSiWare文件管理没有说明，但是是可用的）加入了[[eShop|任天堂eshop]] ，可以使用网络浏览器。加入[[系统转移]]。可以进行对DSiWare文件的完全管理。新增[[自动下载系统更新]]的系统升级功能。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.6.6&lt;br /&gt;
|-&lt;br /&gt;
| [[2.1.0-1|2.1.0-1]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 通过某些游戏卡带进行升级，这个固件貌似是基于2.0.0-2编辑的，目的应该是把系统版本为1.1.0-1的3DS升级，但是2.0.0-2固件更新的所有特征都没有出现。虽然这个固件的版本高于2.0.0-2, 网络浏览器似乎被删除，E-Shop没有出现，示范用视频依旧存在。但是2.0.0-2中重新设计的主菜单界面，DSiWare管理及其他特性在这个固件中均有出现。&lt;br /&gt;
| 不可用&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[2.1.0-3|2.1.0-3]]&lt;br /&gt;
| 2049&lt;br /&gt;
| 2011.6.15&lt;br /&gt;
| 修正了Ridge Racer静止的bug。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.6.15&lt;br /&gt;
|-&lt;br /&gt;
| [[2.1.0-4|2.1.0-4]]&lt;br /&gt;
| ?&lt;br /&gt;
| 2011.7.25&lt;br /&gt;
| 提高了系统稳定性，进行了一些小的系统修改。&lt;br /&gt;
| 可用&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[2.2.0-4|2.2.0-4]]&lt;br /&gt;
| ?&lt;br /&gt;
| 2011.11.6&lt;br /&gt;
| 改进了[[Friend List]]. 通过诸如马里奥大陆3D的卡带升级（日版）。&lt;br /&gt;
| 不可用&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[3.0.0-5|3.0.0-5]]&lt;br /&gt;
| 4111&lt;br /&gt;
| 2011.12.7&lt;br /&gt;
| 给[[照相机]]追加了3D视频录制功能，更新了Mii Streetpass Plaza，[[单卡联机]]的3DS Title的系统间传输，改进了[[在线商店]]，[[主菜单界面]]的带链接QR扫描功能。[[任天堂乐园]]现在可以在任何地方访问了，还为[[任天堂乐园]]追加了3D视频的流媒体支持。这次更新增加了AGB_FIRM对运行GBA VC title的支持。NATIVE_FIRM也增加了对GBA VC title的支持.&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.12.7&lt;br /&gt;
|-&lt;br /&gt;
| [[3.0.0-6|3.0.0-6]]&lt;br /&gt;
| 4111&lt;br /&gt;
| 2011.12.21&lt;br /&gt;
| Home menu 没有更新，只StreetPass的Mii广场和system title更新了。任天堂的系统升级页是这么说的：“增强了系统稳定性以及其他调整”.&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.12.21&lt;br /&gt;
|-&lt;br /&gt;
| [[4.0.0-7|4.0.0-7]]&lt;br /&gt;
| 5131&lt;br /&gt;
| 2012.4.24&lt;br /&gt;
| Home Menu增加文件夹功能，增加游戏补丁, 购买超过1000日元的昂贵游戏(JPN)&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.4.24&lt;br /&gt;
|-&lt;br /&gt;
| [[4.1.0-8|4.1.0-8]]&lt;br /&gt;
| 5131&lt;br /&gt;
| 2012.5.14&lt;br /&gt;
| 官方日志：“增强了系统稳定性以及其他调整”。当更新到[[4.1.0-8]]之后，系统更新再也不需要家长控制密码。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.5.14&lt;br /&gt;
|-&lt;br /&gt;
| [[4.2.0-9|4.2.0-9]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.6.26&lt;br /&gt;
| 改进了eShop输入信用卡信息的安全性和其他不易察觉的小改进。保存的信用卡信息在这次eShop更新时候会删除，但是可以重新输入。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.6.26&lt;br /&gt;
|-&lt;br /&gt;
| [[4.3.0-10|4.3.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.7.24&lt;br /&gt;
| eShop更新, bad word列表和[[Nintendo Zone|NZone]]热点更新&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.7.24&lt;br /&gt;
|-&lt;br /&gt;
| [[4.4.0-10|4.4.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.9.19&lt;br /&gt;
| NZone热点列表更新，更新了TWL_FIRM封杀烧录卡。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.9.19&lt;br /&gt;
|-&lt;br /&gt;
| [[4.4.0-10|4.4.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.10.17&lt;br /&gt;
| (仅中国)更新了[[System Settings]]的title。这个TWN/KOR已经有这个版本更新的title了.&lt;br /&gt;
| 可用&lt;br /&gt;
| 201210.17&lt;br /&gt;
|-&lt;br /&gt;
| [[4.5.0-10|4.5.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.12.4&lt;br /&gt;
| 更新TWL_FIRM和白名单，封杀烧录卡。[[Nintendo Zone|NZone]]的热点列表也更新了。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.12.4&lt;br /&gt;
|-&lt;br /&gt;
| [[5.0.0-11|5.0.0-11]]&lt;br /&gt;
| 7172&lt;br /&gt;
| 2013.3.25&lt;br /&gt;
| eShop有些变化，许多系统的 titles包括NATIVE_FIRM被更新了，修复了多个漏洞。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2013.3.25&lt;br /&gt;
|-&lt;br /&gt;
| [[5.1.0-11|5.1.0-11]]&lt;br /&gt;
| 7172&lt;br /&gt;
| 2013.4.4&lt;br /&gt;
| 更新了 NATIVE_FIRM 和 NS. 根据官方change-log: &amp;quot;解决了一个可能会阻止访问系统设置和其他功能的问题.&amp;quot;&lt;br /&gt;
| 可用&lt;br /&gt;
| 2013.4.4&lt;br /&gt;
|-&lt;br /&gt;
| [[6.0.0-11|6.0.0-11]]&lt;br /&gt;
| 8198&lt;br /&gt;
| 2013.6.17&lt;br /&gt;
| 官方更新日志：“现在，用户对任天堂下载版的3DS软件和VC游戏的存档可以进行备份”。对[[擦肩通信Mii广场|StreetPass Mii Plaza]]和[[照相机]]进行了更新。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2013.6.17&lt;br /&gt;
|-	&lt;br /&gt;
| [[6.1.0-11|6.1.0-11]]&lt;br /&gt;
| 8198&lt;br /&gt;
| 2013.6.27&lt;br /&gt;
| 官方更新日志: &amp;quot;提高系统稳定性及用户体验.&amp;quot;&lt;br /&gt;
| 可用&lt;br /&gt;
| 2013.6.27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo Software]]&lt;br /&gt;
&lt;br /&gt;
==引导启动进入Kiosk功能 ==&lt;br /&gt;
系统检查游戏的banner，判断游戏能不能自动启动。如果Home Menu先被 [[NS]]加载了，它会检查Slot-1的Kiosk试玩版卡带。如果找到了卡带，它会加载卡带里的游戏，这样就不在后台运行home menu了(至少处于不运行的状态)。早于New Super Mario Bros 2(但不包括)的kiosk试玩版， 通过阻止home按钮和kiosk相结合，自动启动进入kiosk运行环境。在这个运行环境中按下电源按钮可以关机，但是home键失效了。然而，如果home menu完成初始化，并且载入了kiosk demos，运行环境就和自动启动完全一样了! 除非按下电源键看到那个灰色的关机警告界面。&lt;br /&gt;
&lt;br /&gt;
New Super Mario Bros 2 demo之后又发现了新的kiosk运行环境。3DS可以像之前的DS系列一样从卡带启动。这种情况下，&#039;Home&#039;和&#039;Power&#039;键按下时会造成关机。如果长时间没有操作，kiosk试玩版会自动退出。如果home menu在kiosk试玩版装载前完全初始化了，那么&#039;Home&#039;和&#039;Power&#039;键的行为会和一般零售版游戏一样，也就是可以打开home menu。但不同点是，长期无操作的话，游戏还是会在一定时间后自动退出并进入home menu。&lt;br /&gt;
&lt;br /&gt;
启动其他锁区的kiosk试玩版，demo引导启动过程中，3DS会报错“An Error has Occurred”。应用不会显示在home menu中，这一点和后面所述的一般零售游戏相同。&lt;br /&gt;
&lt;br /&gt;
有引导功能的卡带可以跳过Home Menu的一些功能:&lt;br /&gt;
&lt;br /&gt;
* 在活动日志中显示使用历史记录&lt;br /&gt;
* 绕过家长控制&lt;br /&gt;
* 绕过强制游戏卡更新&lt;br /&gt;
* 绕过3DS初始设置&lt;br /&gt;
* 控制台没有朋友列表&lt;br /&gt;
&lt;br /&gt;
== 锁区 ==&lt;br /&gt;
Home Menu有锁区控制的功能。所有Title的锁区区域都在[[SMDH#BNR Region|ICN data]]中。一共有6个锁区区域：日本，美国，欧洲(包括澳大利亚)，中国，台湾，以及韩国。还有一个使Title免受锁区的值，使其能在任何版本的3DS上运行。&lt;br /&gt;
&lt;br /&gt;
=== 锁区效果  ===&lt;br /&gt;
每个3DS Title——不管游戏被存储在哪里(NAND/SD卡/游戏卡带)，都会被Home Menu检查，非本区域的Title会被Home Menu拒绝显示，而用户不会收到相关提醒。然而,非本区域SD卡的Title，会在检查过程中&amp;quot;闪现&amp;quot;。对于那些不需要从Home Menu界面启动的Title(比如kiosk demos)，Home Menu会声明发生了错误并停止启动Title。&lt;br /&gt;
&lt;br /&gt;
== 主菜单界面 [[SpotPass]] 消息 ==&lt;br /&gt;
&lt;br /&gt;
主菜单界面为[[SpotPass]]使用 HTTPS 连接的两个域名。SpotPass 存储着 Home-menu 在 NAND 共享的 extdata 数据.&lt;br /&gt;
&lt;br /&gt;
* 系统从此处通知下载: https://a248.e.akamai.net/f/248/103046/10m/npdl.c.app.nintendowifi.net/p01/nsa/&amp;lt;regionID&amp;gt;/&amp;lt;filename&amp;gt;/&amp;lt;langcode&amp;gt;/&amp;lt;filename&amp;gt; langcode是 [[Config_Savegame|config]]两个字符的语言代码。regionID见下表。 &amp;lt;filename&amp;gt; is bashoX/sysmsgX where X is 0-3.&lt;br /&gt;
* https://pls.c.shop.nintendowifi.net/pl/upload 这个网址用于上传 home menu NAND 分享的 extdata数据，用途未知，每24小时上传一次。&lt;br /&gt;
* https://npul.c.app.nintendowifi.net/p01/recv/&amp;lt;regionID&amp;gt;/&amp;lt;filename&amp;gt; 用于从extdata上传未知数据. &amp;lt;filename&amp;gt;可以是 &amp;quot;phu&amp;quot;, &amp;quot;tiu&amp;quot;, &amp;quot;splu&amp;quot;,或&amp;quot;sendmgn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 锁区&lt;br /&gt;
! ID&lt;br /&gt;
|-&lt;br /&gt;
| 日本&lt;br /&gt;
| gWr4JXxb2mKTG3lq&lt;br /&gt;
|-&lt;br /&gt;
| NA&lt;br /&gt;
| uuI82221UKkqmtbp&lt;br /&gt;
|-&lt;br /&gt;
| 欧洲 / 其他&lt;br /&gt;
| UrXSeurnxhPrq7AS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SpotPass内容的消息有一个头部，接着是一个[[SMDH|icon]]和UTF-16文本，以及各种metadata.&lt;br /&gt;
	&lt;br /&gt;
== 自动下载系统更新 ==	&lt;br /&gt;
详见[[自动下载系统更新]]&lt;br /&gt;
&lt;br /&gt;
== 主菜单错误消息 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 对话框文本&lt;br /&gt;
! 描述&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;An error has occured. Please save your data ... then restart the system&amp;quot; （“发生一个错误，请保存数据，然后重启系统”）&lt;br /&gt;
| 系统进程（包括主菜单）崩溃/终止时，显示此对话框。这个对话框也显示系统错误。&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 参考 ==&lt;br /&gt;
* http://www.nintendo.com/consumer/systems/3ds/en_na/menu_update.jsp&lt;br /&gt;
* http://www.nintendo.co.jp/netinfo/3ds/JPN/ja.html&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E8%87%AA%E5%8A%A8%E4%B8%8B%E8%BD%BD%E7%B3%BB%E7%BB%9F%E6%9B%B4%E6%96%B0&amp;diff=7522</id>
		<title>自动下载系统更新</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E8%87%AA%E5%8A%A8%E4%B8%8B%E8%BD%BD%E7%B3%BB%E7%BB%9F%E6%9B%B4%E6%96%B0&amp;diff=7522"/>
		<updated>2013-07-04T13:53:20Z</updated>

		<summary type="html">&lt;p&gt;T: translation eng.ver http://www.3dbrew.org/w/index.php?title=Automatic_System_Update_Download&amp;amp;oldid=7511&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;从 [[2.0.0-2]] 的更新开始，系统会通过 [[NIM_Services|NIM]] 模块自动下载系统更新。系统只下载更新。通过 &amp;quot;Install system update&amp;quot; 对话框取得用户授权后， Home Menu 会通过 [[NIMU:FinishTitlesInstall|finalize]] 安装更新。当[[NIM_Services|NIMU]]的事件句柄有0x00050000命令时，Home Menu 使用 [[NIM_Services|NIMU:GetState]] 和 [[NIMU:CheckSysupdateAvailable]] 来检查系统更新是否可用。若系统更新可用，Home Menu会设置一些Home Menu的状态标记，比如显示&amp;quot;Install system update&amp;quot; 对话框。&lt;br /&gt;
&lt;br /&gt;
系统每24小时会检查更新，然后下载所有可用更新的 title。这和通过 [[系统设置]]进行系统更新是一样的，但这样的更新在[[主菜单界面]] 使用 [[NIMU:FinishTitlesInstall]]命令前不会完成安装。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E5%9C%A8%E7%BA%BF%E5%95%86%E5%BA%97&amp;diff=7493</id>
		<title>在线商店</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E5%9C%A8%E7%BA%BF%E5%95%86%E5%BA%97&amp;diff=7493"/>
		<updated>2013-07-01T13:12:50Z</updated>

		<summary type="html">&lt;p&gt;T: update 对应英文版 http://www.3dbrew.org/w/index.php?title=EShop&amp;amp;oldid=7489&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;任天堂3DS在线商店(eShop) 是在 2011年6月 的系统更新新增的功能 (JP/EUR/USA)。&lt;br /&gt;
&lt;br /&gt;
你可以从这里下载VC游戏，3DS游戏，DSiware软件，查看即将发布的游戏的截图和3D预告片。&lt;br /&gt;
&lt;br /&gt;
连接到服务器时，eshop通过HTTPS访问这些域名: &lt;br /&gt;
nus.c.shop.nintendowifi.net, &lt;br /&gt;
ecs.c.shop.nintendowifi.net, &lt;br /&gt;
cp3s-auth.c.shop.nintendowifi.net, &lt;br /&gt;
cas.c.shop.nintendowifi.net, &lt;br /&gt;
a248.e.akamai.net.&lt;br /&gt;
&lt;br /&gt;
eShop通过HTTPS访问以下域名: cp3s-auth.c.shop.nintendowifi.net, a248.e.akamai.net. &lt;br /&gt;
eShop通过[[NIM_Services|NIM]]访问以下域名:nus.c.shop.nintendowifi.net, ecs.c.shop.nintendowifi.net, cas.c.shop.nintendowifi.net.&lt;br /&gt;
&lt;br /&gt;
eShop载入时, 使用[[NIMS:CheckSysupdateAvailableSOAP]]命令. 如果存在系统更新, 需要确认更新系统,(或者更新titles没有下载完成) eShop 会显示 &amp;quot;System update is available&amp;quot;信息.&lt;br /&gt;
&lt;br /&gt;
eShop一直运行到整个title完成下载, 然后eShop使用 [[AMNet:FinishInstallToMedia]]命令来完成 SD title 的安装. eShop也是用 [[AMNet:FinishInstallToMedia]] 命令从系统更新中完成system titles的安装.&lt;br /&gt;
&lt;br /&gt;
== EShop QR码 ==&lt;br /&gt;
使用摄像头扫描Eshop QR码定位到 eshop title只需要两次点击。eshop QR码本身是一个简单的text/url类型的QR码，它以 &amp;quot;ESHOP://&amp;quot; 字符串开头，含有点号分隔的一个eshop title 链接id 和一些特殊字符数据。&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! QR Code source&lt;br /&gt;
! Region&lt;br /&gt;
! Title&lt;br /&gt;
! Serial&lt;br /&gt;
! Title Id&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000000201.PEAALL000000 || EUR || Nintendogs &amp;amp; Cats Demo || ADA/B/C || 0004000200030c01&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000007870.PEAALL000000 || EUR || Crush 3D || A??P || 00040002&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008009.PEAALL000000 || EUR || Resident Evil Revelations Demo || ABRE || 000400020005ee01&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008123.J00101Z00095 || JPN || Rhythm Thief &amp;amp; the Emperor&#039;s Treasure Demo || ARTJ || 00040002&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008404.PEAALL000000 || EUR || Mario &amp;amp; Sonic at the London 2012 Olympic Games Demo || ACMP [http://mediacontent.nintendo-europe.com/NOE/images/game_content/ACMP-MarioAndSonicAtTheLondon2012OlympicGames-QRCode-EA_ALL_000_001.bmp] || 00040002&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008447.J00101Z00094 || JPN || Resident Evil Revelations Demo || ABRJ || 00040002&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008449.J00101Z00082 || JPN || Swapnote || JFRJ ||&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008561 || USA || Swapnote || JFRE || 0004000000051700&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008647.J00101Z00096 || JPN || MGS Snake Eater 3D Demo || AMGJ || 0004000200048101&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008648.J00101Z00097 || JPN || Theatrythm Final Fantasy || ATHJ || &lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008782.PEAALL000000 || EUR || MGS Snake Eater 3D Demo || AMGE || 0004000200082401&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000008842.PEAALL000000 || EUR || Rhythm Thief &amp;amp; the Emperor&#039;s Treasure Demo || ARTP [http://mediacontent.nintendo-europe.com/NOE/images/game_content/ARTP-RhythmThief_TheEmperorsTreasure-QRCode-EA_ALL_000_001.bmp] || 00040002&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009084.J00101Z00121 || JPN || Hatsune Miku and Future Stars: Project Mirai Demo || AM9J || 00040002&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009102.J00101Z00106 || JPN || Denpa Ningen RPG || JD8J || &lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009161.J00101Z00118 || JPN || Dillon&#039;s Rolling Western || JAMJ || 00040000&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009261 || USA || Dillon&#039;s Rolling Western || JAME? || 00040000&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009401.J00101Z00120 || JPN || Kingdom Hearts 3D Video Download || JZ8J ||&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009403.J00101Z00119 || JPN || DQM 3D Video Download || JZ7J ||&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009575.PEAALL000000 || EUR || Kid Icarus: Of Myths and Monsters (Virtual Console) || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| ESHOP://50010000009846 || USA || Ketzal&#039;s Corridors || ? ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 这是一个日版eShop的链接&amp;lt;nowiki&amp;gt;[http://www.nintendo.co.jp/3ds/eshop/qrCode.html?####]&amp;lt;/nowiki&amp;gt;，把其中的####替换为日版eShop Title编号就能得到对应的QR码。(比如从 http://www.nintendo.co.jp/3ds/eshop/qrCode.html?jcaj 能得到pushmo的QR码)&lt;br /&gt;
&lt;br /&gt;
* 你可以使用Google  Char提供t的API创建QR码:&amp;lt;nowiki&amp;gt; https://chart.googleapis.com/chart?chs=150x150&amp;amp;cht=qr&amp;amp;chl=ESHOP LINK &amp;lt;/nowiki&amp;gt; (用上表提供的某个ESHOP链接替换get请求的chl参数值)&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=7422</id>
		<title>闪存文件系统</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=7422"/>
		<updated>2013-06-25T08:15:29Z</updated>

		<summary type="html">&lt;p&gt;T: update 对应英文版 http://www.3dbrew.org/w/index.php?title=Flash_Filesystem&amp;amp;oldid=7272&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3DS使用了容量为1GB的一片NAND闪存芯片。&lt;br /&gt;
&lt;br /&gt;
=== 格式 ===&lt;br /&gt;
通过主板上的输出针脚提取闪存芯片内容是可行的，并且已经取得成功。但由于数据是加密过的，不经解密无法理解。&lt;br /&gt;
&lt;br /&gt;
===加密===&lt;br /&gt;
NAND文件系统使用AES-CTR加密。NAND中TWL region使用TWL NAND的[[AES|keyslot]]，而CTR region使用CTR NAND的[[AES|keyslots]]。CTR NAND分区的 keyslot 是由NCSD分区的磁盘文件系统类型所决定的。TWL/CTR NAND region在NCSD头部指定。NAND的前 0x0B100000 byte使用TWL  keyslot加密，在0x00012E00之前则只有MBR分区表使用TWL  keyslot(那个region包括下表所示的TWL分区)。&lt;br /&gt;
&lt;br /&gt;
===NAND结构===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  分区名&lt;br /&gt;
!  偏移&lt;br /&gt;
!  长度&lt;br /&gt;
!  NCSD分区文件系统类型&lt;br /&gt;
!  注释&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0&lt;br /&gt;
|  0x200&lt;br /&gt;
|  &lt;br /&gt;
|  NCSD头, 包括了后续CTR-NAND的偏移/大小信息. 这个块也包含了 TWL-NAND MBR分区表.&lt;br /&gt;
|-&lt;br /&gt;
|  twln&lt;br /&gt;
|  0x00012E00&lt;br /&gt;
|  0x08FB5200&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND FAT16. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  twlp&lt;br /&gt;
|  0x09011A00&lt;br /&gt;
|  0x020B6600&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND PHOTO FAT12. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B100000&lt;br /&gt;
|  0x00030000&lt;br /&gt;
|  0x04&lt;br /&gt;
|  默认为全零填充此分区. AGB_FIRM was never launched. 包含 AGB_FIRM GBA游戏.&lt;br /&gt;
|-&lt;br /&gt;
|  firm0&lt;br /&gt;
|  0x0B130000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.&lt;br /&gt;
|-&lt;br /&gt;
|  firm1&lt;br /&gt;
|  0x0B530000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.(备份分区, 同上)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B930000&lt;br /&gt;
|  0x2F5D0000&lt;br /&gt;
|  0x01&lt;br /&gt;
|  CTR-NAND partition. (3DS)&lt;br /&gt;
|-&lt;br /&gt;
|  nand&lt;br /&gt;
|  0x0B95CA00&lt;br /&gt;
|  0x2F3E3600&lt;br /&gt;
|  &lt;br /&gt;
|  CTR-NAND FAT16文件系统.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
3DS中NAND TWL FAT分区的卷标为&amp;quot;TWL&amp;quot;，CTR FAT分区为&amp;quot;CTR&amp;quot;。TWL分区的偏移和大小存储在MBR分区表中，而CTR分区表信息存在NAND NCSD头部。CTR-NAND分区的0扇面包含一个TWL-NAND分区的MBR分区表，而MBR的签名在+0x1fe位置。&lt;br /&gt;
&lt;br /&gt;
NAND 分区的扇面被写之前，只包含明文的0x00或0xFF bytes.&lt;br /&gt;
&lt;br /&gt;
除TWLP，以上NAND物理分区均不能使用ARM11直接读取。CTR/TWL NAND文件系统只能当exheader访问控制描述符启用时候访问。对于零售版机器中的[[NCCH#CXI|CXI]]进程，CTR/TWL的NAND描述符一般都是未启用的状态。ARM11只能将&amp;quot;nand:/rw/&amp;quot;挂载为&amp;quot;nandrw&amp;quot;的[[FS:OpenArchive|档案]]，而&amp;quot;nand:/ro/&amp;quot;则挂载为如下的nandro档案。&lt;br /&gt;
&lt;br /&gt;
=CTR分区=&lt;br /&gt;
[[nand/title]]的结构似乎和[[SD Filesystem|SD卡系统]]的完全相似，除了存档保存在[[System SaveData|nand/data/&amp;lt;ID0&amp;gt;/sysdata]]目录。&lt;br /&gt;
&lt;br /&gt;
在[[nand/data]]之下的子目录名是[[nand/private/movable.sed|movable.sed]]的SHA256散列。这个NAND的nand/data/&amp;lt;ID0&amp;gt;目录和&amp;quot;sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;&amp;quot;，只是里面的数据是明文。movable.sed keyY只用于nand/data/&amp;lt;ID0&amp;gt;的AES MACs(AES加密+MAC绑定？)。nand/data/&amp;lt;ID0&amp;gt;/extdata保存的是公用的[[extdata]]，结构和SD卡的extdata完全一致。&lt;br /&gt;
&lt;br /&gt;
&amp;quot;nandrw&amp;quot;[[FS:OpenArchive|归档]]会挂载到&amp;quot;nand:/rw/&amp;quot;，而&amp;quot;nandro&amp;quot;归档会挂载到&amp;quot;nand:/ro/&amp;quot;。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 nandro&lt;br /&gt;
 ├── [[nandro/private|private]]&lt;br /&gt;
 ├── [[nandro/shared|shared]]&lt;br /&gt;
 └── [[nandro/sys|sys]]&lt;br /&gt;
     ├── [[nandro/sys/HWCAL0.dat|HWCAL0.dat]]&lt;br /&gt;
     └── [[nandro/sys/HWCAL1.dat|HWCAL1.dat]]&lt;br /&gt;
 nandrw&lt;br /&gt;
 ├── [[nandrw/shared|shared]]&lt;br /&gt;
 └── [[nandrw/sys|sys]]&lt;br /&gt;
     ├── [[nandrw/sys/lgy.log|lgy.log]]&lt;br /&gt;
     ├── [[nandrw/sys/LocalFriendCodeSeed_B|LocalFriendCodeSeed_B]]&lt;br /&gt;
     ├── [[nandrw/sys/native.log|native.log]]&lt;br /&gt;
     ├── [[nandrw/sys/rand_seed|rand_seed]]&lt;br /&gt;
     ├── [[nandrw/sys/SecureInfo_A|SecureInfo_A]]&lt;br /&gt;
     └── [[nandrw/sys/updater.log|updater.log]]&lt;br /&gt;
&lt;br /&gt;
 nand&lt;br /&gt;
 ├── __journal.nn_&lt;br /&gt;
 ├── [[nand/data|data]]&lt;br /&gt;
 │   └── &amp;lt;ID0&amp;gt;&lt;br /&gt;
 │       ├── [[Extdata|extdata]]          &lt;br /&gt;
 │       └── [[System SaveData|sysdata]]&lt;br /&gt;
 ├── [[Title Database|dbs]]&lt;br /&gt;
 ├── [[nand/fixdata|fixdata]]&lt;br /&gt;
 │   └── [[nand/fixdata/sysdata|sysdata]]&lt;br /&gt;
 ├── private&lt;br /&gt;
 │   └── [[nand/private/movable.sed|movable.sed]]&lt;br /&gt;
 ├── [[nand/ro|ro]]&lt;br /&gt;
 ├── [[nand/rw|rw]]&lt;br /&gt;
 ├── [[nand/ticket|ticket]] (This directory is empty since tickets are stored in [[Title Database|ticket.db]])&lt;br /&gt;
 ├── [[Title Data Structure|title]]&lt;br /&gt;
 └── [[nand/tmp|tmp]] (This is usually empty, even when installation for a system update still needs [[AMNet:FinishInstallToMedia|finalized]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TWL分区=&lt;br /&gt;
TWL分区的结构和DSi的几乎一样，除了Tickets存在CTR的FAT文件系统。TWLP分区则是和DSi完全一致。&lt;br /&gt;
&lt;br /&gt;
[[twln/title]]的结构和CTR的NAND/SD一致，除了.cmd是明文(好像是虚假文件)。在系统Title的/title目录下的data目录并不存在，似乎只有DSiWare的才有。&lt;br /&gt;
&lt;br /&gt;
在[[twln/title]]下名为titleID-High的目录是DSi的。&lt;br /&gt;
&lt;br /&gt;
 twln&lt;br /&gt;
 ├── [[twln/import/|import]]&lt;br /&gt;
 ├── [[twln/shared1/|shared1]]&lt;br /&gt;
 ├── [[twln/shared2/|shared2]]&lt;br /&gt;
 │   └── [[twln/shared2/0000|0000]]&lt;br /&gt;
 ├── [[twln/sys|sys]]&lt;br /&gt;
 │   ├── [[twln/sys/TWLFontTable.dat|TWLFontTable.dat]]&lt;br /&gt;
 │   └── [[twln/sys/log/|log]]&lt;br /&gt;
 │       ├── [[twln/sys/log/inspect.log|inspect.log]]&lt;br /&gt;
 │       └── [[twln/sys/log/product.log|product.log]]&lt;br /&gt;
 ├── [[twln/ticket/|ticket]]&lt;br /&gt;
 ├── [[twln/title/|title]]&lt;br /&gt;
 └── [[twln/tmp/|tmp]]&lt;br /&gt;
&lt;br /&gt;
 twlp&lt;br /&gt;
 └── [[twlp/photo/|photo]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=7421</id>
		<title>闪存文件系统</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%97%AA%E5%AD%98%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=7421"/>
		<updated>2013-06-25T07:54:23Z</updated>

		<summary type="html">&lt;p&gt;T: fix translation,up to table NAND structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3DS使用了容量为1GB的一片NAND闪存芯片。&lt;br /&gt;
&lt;br /&gt;
=== 格式 ===&lt;br /&gt;
通过主板上的输出针脚提取闪存芯片内容是可行的，并且已经取得成功。但数据是加密过的，不经解密无法理解。&lt;br /&gt;
&lt;br /&gt;
===加密===&lt;br /&gt;
NAND文件系统使用AES-CTR加密。NAND中TWL region使用TWL NAND的[[AES|keyslot]]，而CTR region使用CTR NAND的[[AES|keyslots]]。CTR NAND分区的 keyslot 是由NCSD分区的磁盘文件系统类型所决定的。TWL/CTR NAND region在NCSD头部指定。NAND的前 0x0B100000 byte使用TWL  keyslot加密，在0x00012E00之前则只有MBR分区表使用TWL  keyslot(那个region包括下表所示的TWL分区)。&lt;br /&gt;
&lt;br /&gt;
===NAND结构===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  分区名&lt;br /&gt;
!  偏移&lt;br /&gt;
!  长度&lt;br /&gt;
!  NCSD分区文件系统类型&lt;br /&gt;
!  注释&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0&lt;br /&gt;
|  0x200&lt;br /&gt;
|  &lt;br /&gt;
|  NCSD头, 包括了后续CTR-NAND的偏移/大小信息. 这个块也包含了 TWL-NAND MBR分区表.&lt;br /&gt;
|-&lt;br /&gt;
|  twln&lt;br /&gt;
|  0x00012E00&lt;br /&gt;
|  0x08FB5200&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND FAT16. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  twlp&lt;br /&gt;
|  0x09011A00&lt;br /&gt;
|  0x020B6600&lt;br /&gt;
|  &lt;br /&gt;
|  TWL-NAND PHOTO FAT12. (DSi)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B100000&lt;br /&gt;
|  0x00030000&lt;br /&gt;
|  0x04&lt;br /&gt;
|  默认为全零填充此分区. AGB_FIRM was never launched. 包含 AGB_FIRM GBA游戏.&lt;br /&gt;
|-&lt;br /&gt;
|  firm0&lt;br /&gt;
|  0x0B130000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.&lt;br /&gt;
|-&lt;br /&gt;
|  firm1&lt;br /&gt;
|  0x0B530000&lt;br /&gt;
|  0x00400000&lt;br /&gt;
|  0x03&lt;br /&gt;
|  [[FIRM|Firmware]] 分区.(备份分区, 同上)&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|  0x0B930000&lt;br /&gt;
|  0x2F5D0000&lt;br /&gt;
|  0x01&lt;br /&gt;
|  CTR-NAND partition. (3DS)&lt;br /&gt;
|-&lt;br /&gt;
|  nand&lt;br /&gt;
|  0x0B95CA00&lt;br /&gt;
|  0x2F3E3600&lt;br /&gt;
|  &lt;br /&gt;
|  CTR-NAND FAT16文件系统.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
3DS中NAND的TWL的FAT分区FAT卷标名&amp;quot;TWL&amp;quot;，而CTR的FAT分区则是&amp;quot;CTR&amp;quot;。TWL分区的偏移和长度存在MBR分区表，而CTR分区表信息存在NAND的NCSD头。CTR-NAND分区的扇面0有一个MBR分区表，而MBR的签名在+0x1fe位置。在这个分区表中只有一个分区就是CTR-NAND的FAT16分区。&lt;br /&gt;
&lt;br /&gt;
以上除过TWLP，没有一个NAND物理分区可以使用ARM11直接读取。CTR/TWL的NAND文件系统只能当exheader访问控制描述符启用时候访问。对于零售版机器中的[[NCCH#CXI|CXI]]进程，CTR/TWL的NAND描述符一般都是未启用的状态。ARM11只能将&amp;quot;nand:/rw/&amp;quot;挂载为&amp;quot;nandrw&amp;quot;的[[FS:OpenArchive|归档]]，而&amp;quot;nand:/ro/&amp;quot;则挂载为如下的nandro归档。&lt;br /&gt;
&lt;br /&gt;
=CTR分区=&lt;br /&gt;
[[nand/title]]的结构似乎和[[SD Filesystem|SD卡系统]]的完全相似，除了存档保存在[[System SaveData|nand/data/&amp;lt;ID0&amp;gt;/sysdata]]目录。&lt;br /&gt;
&lt;br /&gt;
在[[nand/data]]之下的子目录名是[[nand/private/movable.sed|movable.sed]]的SHA256散列。这个NAND的nand/data/&amp;lt;ID0&amp;gt;目录和&amp;quot;sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;&amp;quot;，只是里面的数据是明文。movable.sed keyY只用于nand/data/&amp;lt;ID0&amp;gt;的AES MACs(AES加密+MAC绑定？)。nand/data/&amp;lt;ID0&amp;gt;/extdata保存的是公用的[[extdata]]，结构和SD卡的extdata完全一致。&lt;br /&gt;
&lt;br /&gt;
&amp;quot;nandrw&amp;quot;[[FS:OpenArchive|归档]]会挂载到&amp;quot;nand:/rw/&amp;quot;，而&amp;quot;nandro&amp;quot;归档会挂载到&amp;quot;nand:/ro/&amp;quot;。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 nandro&lt;br /&gt;
 ├── [[nandro/private|private]]&lt;br /&gt;
 ├── [[nandro/shared|shared]]&lt;br /&gt;
 └── [[nandro/sys|sys]]&lt;br /&gt;
     ├── [[nandro/sys/HWCAL0.dat|HWCAL0.dat]]&lt;br /&gt;
     └── [[nandro/sys/HWCAL1.dat|HWCAL1.dat]]&lt;br /&gt;
 nandrw&lt;br /&gt;
 ├── [[nandrw/shared|shared]]&lt;br /&gt;
 └── [[nandrw/sys|sys]]&lt;br /&gt;
     ├── [[nandrw/sys/LocalFriendCodeSeed_B|LocalFriendCodeSeed_B]]&lt;br /&gt;
     ├── [[nandrw/sys/native.log|native.log]]&lt;br /&gt;
     ├── [[nandrw/sys/rand_seed|rand_seed]]&lt;br /&gt;
     ├── [[nandrw/sys/SecureInfo_A|SecureInfo_A]]&lt;br /&gt;
     └── [[nandrw/sys/updater.log|updater.log]]&lt;br /&gt;
&lt;br /&gt;
 nand&lt;br /&gt;
 ├── __journal.nn_&lt;br /&gt;
 ├── [[nand/data|data]]&lt;br /&gt;
 │   └── &amp;lt;ID0&amp;gt;&lt;br /&gt;
 │       ├── [[Extdata|extdata]]          &lt;br /&gt;
 │       └── [[System SaveData|sysdata]] (NAND存档存在本目录下的&amp;quot;&amp;lt;SaveID-Low&amp;gt;/&amp;lt;SaveID-High&amp;gt;&amp;quot;，&amp;lt;SaveID-High&amp;gt;的&amp;quot;High&amp;quot;是文件名)&lt;br /&gt;
 ├── [[Title Database|dbs]]&lt;br /&gt;
 ├── private&lt;br /&gt;
 │   └── [[nand/private/movable.sed|movable.sed]]&lt;br /&gt;
 ├── [[nand/ro|ro]]&lt;br /&gt;
 ├── [[nand/rw|rw]]&lt;br /&gt;
 ├── [[nand/ticket|ticket]]&lt;br /&gt;
 ├── [[Title Data Structure|title]]&lt;br /&gt;
 └── [[nand/tmp|tmp]]&lt;br /&gt;
&lt;br /&gt;
=TWL分区=&lt;br /&gt;
TWL分区的结构和DSi的几乎一样，除了Tickets存在CTR的FAT文件系统。TWLP分区则是和DSi完全一致。&lt;br /&gt;
&lt;br /&gt;
[[twln/title]]的结构和CTR的NAND/SD一致，除了.cmd是明文(好像是虚假文件)。在系统Title的/title目录下的data目录并不存在，似乎只有DSiWare的才有。&lt;br /&gt;
&lt;br /&gt;
在[[twln/title]]下名为titleID-High的目录是DSi的。&lt;br /&gt;
&lt;br /&gt;
 twln&lt;br /&gt;
 ├── [[twln/import/|import]]&lt;br /&gt;
 ├── [[twln/log/|log]]&lt;br /&gt;
 │   ├── [[twln/log/inspect.log|inspect.log]]&lt;br /&gt;
 │   └── [[twln/log/product.log|product.log]]&lt;br /&gt;
 ├── [[twln/shared1/|shared1]]&lt;br /&gt;
 ├── [[twln/shared2/|shared2]]&lt;br /&gt;
 │   └── [[twln/shared2/0000|0000]]&lt;br /&gt;
 ├── [[twln/sys|sys]]&lt;br /&gt;
 │   └── [[twln/sys/TWLFontTable.dat|TWLFontTable.dat]]&lt;br /&gt;
 ├── [[twln/ticket/|ticket]]&lt;br /&gt;
 ├── [[twln/title/|title]]&lt;br /&gt;
 └── [[twln/tmp/|tmp]]&lt;br /&gt;
&lt;br /&gt;
 twlp&lt;br /&gt;
 └── [[twlp/photo/|photo]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E8%AE%BE%E7%BD%AE&amp;diff=7415</id>
		<title>系统设置</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E7%B3%BB%E7%BB%9F%E8%AE%BE%E7%BD%AE&amp;diff=7415"/>
		<updated>2013-06-25T03:08:23Z</updated>

		<summary type="html">&lt;p&gt;T: update 对应英文版 http://www.3dbrew.org/w/index.php?title=System_Settings&amp;amp;oldid=7409&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;System Settings&#039;&#039;&#039;允许您管理各种设置，使用[[System Transfer]], 使用数据管理功能。&lt;br /&gt;
&lt;br /&gt;
== 数据管理 ==&lt;br /&gt;
&lt;br /&gt;
=== 3DS ===&lt;br /&gt;
&lt;br /&gt;
在这里，您可以管理3DS extra data，3DSWare/&amp;quot;Software&amp;quot;。&lt;br /&gt;
管理安装到SD卡的3DS软件时，内核读取[[Title Database|title.db]]，接收[[Application Manager Services PXI|AM]]命令。AM从title.db文件获得已安装的title，title大小和每个title的CMD文件的名称，cmd文件是用来检查title数据真实性的（产品代码，title版本，并得到一个列表。 而对于电子手册的包，一样会将每个Title保留到title.db中，但不会被数据管理工具读取到). 对于列出的每个title，它都会通过CMD文件检查title签名。如果title通过了签名认证，Data Management 从可执行的NCCH([[CXI]])中 解密/读取 ICN 数据并显示title占用的存储空间大小。如果title没有通过签名认证，会显示占位图标(浅灰色背景的&#039;?&#039;), 名称(&#039;????????&#039;) 以及占用的存储空间为零. 删除titles会从title.db and import.db中移除title数据, 并删除对应文件夹。&lt;br /&gt;
&lt;br /&gt;
=== DSiWare ===&lt;br /&gt;
见[[DSi软件]],词条合并了[[DSiWare Exports]]的内容&lt;br /&gt;
&lt;br /&gt;
== System Format ==&lt;br /&gt;
大部分 System Format 是 [[FS:InitializeCtrFileSystem]] 处理的. 此命令更新keyY 的high u64,存储在[[Nand/private/movable.sed|movable.sed]]. 由于 keyY 升级了,旧 keyY 存储在 [[SD_Filesystem|SD]] 卡的数据(sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;) 和 [[Flash_Filesystem|nand/data/&amp;lt;ID0&amp;gt;]] 现在没用啦.系统会删除 SD/NAND 的这两个目录.&lt;br /&gt;
&lt;br /&gt;
== 系统更新 ==&lt;br /&gt;
除去只有在系统更新时可用这点，系统更新的title与常规的系统设置相同。 在开发机中, 这个title只在特定条件下可以载入。&lt;br /&gt;
&lt;br /&gt;
在零售机中，当必须联网才能使用的home menu以外的3DS软件时，这个title可用。比如使用eshop时系统版本低于当前版本。此时选择取消会造成关机。系统启动时[[Configuration_Memory|UPDATEFLAG]]被置位,[[NS]] 会从SAFE_MODE_FIRM登陆来运行这个title.&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E4%BB%BB%E5%A4%A9%E5%A0%82%E4%B9%90%E5%9B%AD&amp;diff=7389</id>
		<title>任天堂乐园</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E4%BB%BB%E5%A4%A9%E5%A0%82%E4%B9%90%E5%9B%AD&amp;diff=7389"/>
		<updated>2013-06-22T06:57:01Z</updated>

		<summary type="html">&lt;p&gt;T: update 对应英文版 http://3dbrew.org/w/index.php?title=Nintendo_Zone&amp;amp;oldid=7373&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Nintendo Zone&#039;&#039;&#039; 是 DS Download Stations 的延续，提供发售游戏的独家内容，游戏视频，游戏截图等等。2012年2月6日之前，已经可以从这里下载demo游戏，demo游戏是[[NIM_Services|downloaded]]从eshop的服务器下载并安装到SD卡的。Nintendo Zone提供的试玩版与eshop相同，尝试下载其他锁区的应用时会出现错误。Nintendo Zone与 DS(i) [http://dsibrew.org/wiki/Nintendo_Zone NZone]不同，访问到的大部分Nintendo Zone内容是eshop已有的。&lt;br /&gt;
&lt;br /&gt;
就像DSi一样，当你打开3DS时，主机会检查是否有隐藏的NZone（在美国NZone总是可用的），NZone 的 title 会提示发现了Nzone。DSi的title存储在NAND中，但是只在Nzone的覆盖范围时title才可见（即使拔掉SD卡也没关系）。3DS只有未连接互联网时，才会检查是否处于NZone覆盖范围。连接过一个NZone AP后, 标志就被缓存了，直到与AP断开连接。&lt;br /&gt;
&lt;br /&gt;
修改DSi nzone广播的信标为3DS Best Buy ApNum后, DSi launcher中NZone的title图标不会闪烁，但是这个title仍然处于半工状态（semi-work）。 NZone title可以连接到服务器, 显示出demo按钮，百思买，WFC配置， 但是选择百思买服务并加载一段时间后，NZone会显示一个错误。（可能有不支持的HTML标签之类的东西）&lt;br /&gt;
&lt;br /&gt;
Like DSi, when an open 3DS detects NZone the originally hidden NZone title appears and a notification about it appears. Like DSi this title is already stored on NAND, originally this title only became accessible from home-menu once the 3DS was in a range of a NZone at least once, however at some point with a system update this title became always-accessible. When NZone beacons are in range, 3DS only detects NZone when not connected to Internet already. Once connected to a NZone AP, the beacon payload is cached until disconnected from the AP.&lt;br /&gt;
&lt;br /&gt;
When modified DSi nzone beacons are broadcasted with the 3DS Best Buy ApNum, DSi launcher won&#039;t blink the NZone title icon but the title will still semi-work. The NZone application would connect to the server, with buttons for demos, Best Buy, and WFC config displayed, but NZone will display an error a while after selecting &amp;quot;Best Buy&amp;quot; service after a bit of loading.(probably unsupported html tags etc)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nintendo Zone&#039;&#039;&#039;和&amp;quot;&#039;nzone&#039;&amp;quot; 暂译为&amp;quot;&#039;任天堂乐园&#039;&amp;quot;或者“‘天堂乐园’”。但是为了便于查阅，文中均未作翻译。&lt;br /&gt;
&lt;br /&gt;
== 概述 ==&lt;br /&gt;
NZone浏览界面看起来和3DS网络浏览器很相似，所以它可能由浏览器修改而来。（从视频支持，移动芯片推断）除去明文部分的未知变化，Nzone的信标加密方式与先前相同。3DS仅在信标正确才会检测并设置NZone /w NZone 图标闪烁/可用的状态。DSi不检查这些。3DS可用使用DS(i) NZone，但是只能在NZone的title允许时才行。有DS(i)信标时，3DS能连接到互联网而NZone图标不闪烁。NZone title载入之后也能工作，但是由于向服务器发送了与DSi不同的URL请求，所以会返回错误。&lt;br /&gt;
&lt;br /&gt;
=== Beacon payload format ===&lt;br /&gt;
除去未知部分,3DS Nzone应该是与DS(i) NZone格式相同的）。3DS NZone不像DS(i)一样有锁区。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  偏移&lt;br /&gt;
!  大小&lt;br /&gt;
!  描述&lt;br /&gt;
|-&lt;br /&gt;
|  0x00&lt;br /&gt;
|  32&lt;br /&gt;
|  AP SSID.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 10&lt;br /&gt;
| 请求连接到服务器的ApNum。这取决于你在使用哪个NZone。 Apnum的结构: RSSCCTTLLL. R是区域代码, SS是ServiceID. CC是国家代码（两个字母），TT是省/州代码（两个字母）, LLL是locationID。 区域代码: 0)日本 1)美国 2/3)欧洲 4)韩国 5)中国. LLL在日本以外的地区均为0, 在日本境内就取决于具体的NZone热点了。TT仅在日本使用，其他地区为0&lt;br /&gt;
|-&lt;br /&gt;
| 0x2a&lt;br /&gt;
| 2&lt;br /&gt;
| 这个u16在所有dump中相同,但是不清楚是什么.客户端没有使用它&lt;br /&gt;
|-&lt;br /&gt;
| 0x2c&lt;br /&gt;
| 24&lt;br /&gt;
| 一些 UTF-16 编码的服务名.比如 &amp;quot;BestBuy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 32&lt;br /&gt;
| AP加密密钥(如果存在的话)&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 1&lt;br /&gt;
| 未知,DS(i)客户端未使用.3DS的值为0x1, DS(i)的值为0x0.&lt;br /&gt;
|-&lt;br /&gt;
| 0x65&lt;br /&gt;
| 1&lt;br /&gt;
| AP密钥类型:  0) Open 1) WEP-64 2) WEP-128 3) WEP-152 7) WPA2-PSK&lt;br /&gt;
|-&lt;br /&gt;
| 0x66&lt;br /&gt;
| 1&lt;br /&gt;
| 未知 flags, 3DS的值为0x1e,DS(i)的值为0x3. 客户端似乎没有使用第0位和第1位的值. DS(i)客户端使用了第2位的值,但是仍然不明白是什么. ( 第0/1/2位是二进制的地位,bit0/bit1/bit2)&lt;br /&gt;
|-&lt;br /&gt;
| 0x67&lt;br /&gt;
| 5&lt;br /&gt;
| 填充&lt;br /&gt;
|-&lt;br /&gt;
| 0x6c&lt;br /&gt;
| 2&lt;br /&gt;
| 未知.3DS为0, DS(i)为0x428.&lt;br /&gt;
|-&lt;br /&gt;
| 0x6e&lt;br /&gt;
| 2&lt;br /&gt;
| CRC偏移以外的整个payload的CRC16, initval为0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 无线热点 ==&lt;br /&gt;
&lt;br /&gt;
=== Hotspot.conf 格式 ===&lt;br /&gt;
AC系统applet从&amp;quot;conf:/hotspot.conf&amp;quot;加载NZone无线热点的列表,其中&amp;quot;conf:&amp;quot; 是 000400DB00010502 文档的[[NCCH#CFA|CFA]]. 这是一个使用 LF换行的CSV文件,每个NZone的全部beacon信息也存储在这个文件中. 这个文件列出多至100个热点.(title版本v1024的hotspot.conf列出了52个热点). 这个格式可以使用[https://github.com/yellows8/hotspotconf-tool hotspotconf-tool]解析.&lt;br /&gt;
&lt;br /&gt;
CSV开头部分是内部记录区域。在那之后的就是hotspot的记录，每行一个hotspot的区域。使用Base64加密的区域，行尾的补齐字符是&#039;*&#039;而不是&#039;=&#039;。&lt;br /&gt;
&lt;br /&gt;
IsBrowser, IsShop, IsGame 可能决定了是否能够使用 [[Internet Browser]], [[eShop]], 多人联机游戏的功能. IsSetToFW通常为0.&lt;br /&gt;
&lt;br /&gt;
==== Records ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  名称&lt;br /&gt;
!  长度上限&lt;br /&gt;
!  内容&lt;br /&gt;
|-&lt;br /&gt;
| Interval&lt;br /&gt;
| Arbitrary&lt;br /&gt;
| 小数点分隔,未知,通常为20&lt;br /&gt;
|-&lt;br /&gt;
| ServiceName&lt;br /&gt;
| 0x40 (after decode)&lt;br /&gt;
| 热点使用 Base64 编码的 ASCII 服务名&lt;br /&gt;
|-&lt;br /&gt;
| Url&lt;br /&gt;
| 0x80 (解码后)&lt;br /&gt;
| 热点使用 Base64 加密的 URL (通常未使用,可选择连接到零售店的网站)&lt;br /&gt;
|-&lt;br /&gt;
| Ssid&lt;br /&gt;
| 32 (解码后)&lt;br /&gt;
| 热点使用 Base64 加密的 SSID&lt;br /&gt;
|-&lt;br /&gt;
| SecurityKey&lt;br /&gt;
| 0x40 (解码后)&lt;br /&gt;
| 热点使用 Base64 编码的密钥.但是加密方式7使用了WPA2-PSK,与此字段的值不符&lt;br /&gt;
|-&lt;br /&gt;
| SecurityMode&lt;br /&gt;
| 1&lt;br /&gt;
| 热点加密类型,0为不加密&lt;br /&gt;
|-&lt;br /&gt;
| ApNum&lt;br /&gt;
| 10&lt;br /&gt;
| 热点ApNum, 请参考NZone beacon&lt;br /&gt;
|-&lt;br /&gt;
| IsVendorIE&lt;br /&gt;
| 1&lt;br /&gt;
| 热点标志,0/1&lt;br /&gt;
|-&lt;br /&gt;
| IsBackground&lt;br /&gt;
| 1&lt;br /&gt;
| 热点标志,0/1&lt;br /&gt;
|-&lt;br /&gt;
| IsBrowser&lt;br /&gt;
| 1&lt;br /&gt;
| 热点标志,0/1&lt;br /&gt;
|-&lt;br /&gt;
| IsShop&lt;br /&gt;
| 1&lt;br /&gt;
| 热点标志,0/1&lt;br /&gt;
|-&lt;br /&gt;
| IsGame&lt;br /&gt;
| 1&lt;br /&gt;
| 热点标志,0/1&lt;br /&gt;
|-&lt;br /&gt;
| IsSetToFW&lt;br /&gt;
| 1&lt;br /&gt;
| 热点标志,0/1&lt;br /&gt;
|-&lt;br /&gt;
| IsZone&lt;br /&gt;
| 1&lt;br /&gt;
| 热点标志,0/1. 这是较新的 NZone hotspot.conf 才出现的.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 热点 ===&lt;br /&gt;
hotspot.conf 没有列出的热点也可以通过 NZone beacons 使用。下面的 flags是由 hotspot.conf文件中， &amp;quot;IsXXX&amp;quot;字段组合而来。（包括 IsSetToFW）. 下表中, &amp;quot;hotspot.conf版本&amp;quot;表示列表中增加热点的title版本 .(&amp;quot;Unknown&amp;quot; 表示在v1024中已经存在了,但是不清楚到底是在那个版本中添加的.)&lt;br /&gt;
==== NZone hotspot.conf 的热点列表 ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SSID !! 加密类型 !! 地区 || ServiceName !! Flags !! Hotspot.conf版本&lt;br /&gt;
|-&lt;br /&gt;
| wifine || 无 || JPN  || [http://wifine.jp/ Wifine] || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| NintendoSpotPass1 || 无 || EUR || Nintendo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| NintendoSpotPass2 || 无 || EUR || Nintendo || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| attwifi || 无 || USA || AT&amp;amp;T || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| SIMON WiFi || 无 || USA || Simon Malls || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| noasp01 || 无 || USA || NOA (Nintendo events) || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| noasp02 ||无 || USA || NOA (Nintendo events) || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Telekom || 无 || EUR (Germany) || Telekom || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Telekom_ICE || 无 || EUR (Germany) || Telekom || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Guglielmo || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| ASTRO || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Banca Sella WiFi Clienti || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| confindustria || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Grand || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Guglielmo Rimini WiFi || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| GuglielmoDallaRosaPrati || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Hotels || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| L.Bettolo || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| LecceWireless || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| P.zza Nicoloso || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| PortoDiTrieste || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Comune-Na Piazze WIFI || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| WiFi_Stampa || 无 || IT || Guglielmo || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| KPN || 无 || EUR (NL) || KPN || 1, 1, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| MCDONALDS || 无|| FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| AREA_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| PATaPAIN_by_METEOR ||无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| CASINO_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| all_seasons_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| ADAGIO_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| PULLMAN_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Best_Western_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| CreditAgricole_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| IBIS_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| MERCURE_by_METEOR || 无 || FR || Meteor || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Telefonica || 无 || ES || Telefonica || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| GOWEXWiFi || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| OurenseWiFi || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| RED_LIBRE_AVILES_WILOC || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| GIJON WIFI || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 01MIERESWIFI || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 01EibarWifi || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| WIFIBUR || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| ValladolidWiFi || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 01PuertoDelRosarioWiFi || 无 || ES || Gowex || 1, 0, 0, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| PT-WIFI || 无 || PT || PTWiFi || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| FON_ZON_FREE_INTERNET || 无 || PT || ZON || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.thecloud.net/free-wifi/support/faqs/ WiFi Zone - The Cloud] || 无 || EUR (GB) || [https://www.thecloud.net/ The Cloud] || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.thecloud.net/free-wifi/support/faqs/ Mycloud] || 无 || EUR (GB) || [https://www.thecloud.net/ The Cloud] || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.thecloud.net/free-wifi/support/faqs/ WLAN Zone - The Cloud] || 无 || EUR (GB) || [https://www.thecloud.net/ The Cloud] || 1, 0, 0, 0, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.thecloud.net/free-wifi/support/faqs/ _The Cloud] || 无 || EUR (GB) || [https://www.thecloud.net/ The Cloud] || ? || After v1024&lt;br /&gt;
|-&lt;br /&gt;
| FREESPOT || None || JPN  || FREESPOT || 1, 1, 1, 1, 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.tsutaya.co.jp/tc/game/deds/about.html TSUTAYA] || 无 || JPN || TSUTAYA || ? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Wayport_Access || 无 || USA || McDonalds || ? || After v1024&lt;br /&gt;
|-&lt;br /&gt;
| Boingo Hotspot || 无 || USA || Boingo || ? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| ibahn || 无 || USA || iBAHN || ? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| BELLWIFI@MCDONALDS || 无 || USA (Canada) || Bell || ? || After v1024&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.free-hotspot.com/ free-hotspot.com] || 无 || EUR || free-hotspot.com || ? || After v1024&lt;br /&gt;
|-	&lt;br /&gt;
| Bestbuy || WPA2-PSK || USA || Bestbuy || || After v1024&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 仅通过 NZone beacons 接入的 NZone hotspots ====	&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SSID !! Security !! Region/country || ServiceName || Notes&lt;br /&gt;
|-&lt;br /&gt;
| noasp03 || None || USA || NOA (Nintendo event at GDC) || &lt;br /&gt;
|-&lt;br /&gt;
| BestBuy || None || USA  || BestBuy || &lt;br /&gt;
|-&lt;br /&gt;
| [http://webapp.7spot.jp/howtoconnect.html 7SPOT] || None || JPN || 7-11 || A LAN-only hostname used is for the retailer&#039;s site linked to from the NZone server.&lt;br /&gt;
|}		&lt;br /&gt;
The above hotspots can only be accessed by broadcasting NZone beacons which contain the encrypted Nintendo tag data.&lt;br /&gt;
	&lt;br /&gt;
==== Hotspot Notes ====&lt;br /&gt;
&lt;br /&gt;
* 可以通过这些值,配置你的路由器/笔记本/手机为一个Nintendo Zone.&lt;br /&gt;
* 使用这项服务需要保证可以连接互联网.&lt;br /&gt;
* 接入无线网络后, 页面会显示设备的区域. (比如澳大利亚不能重定向到当地Nintendo Zone页面,因为那里没有推出Nintendo Zone(s)的服务. 如果3DS 所在区域没有推出 Nintendo Zone的计划, 就会重定向到SSID所在区域的Nintendo Zone.)&lt;br /&gt;
* 如果你要创建一个私有的永久性Nintendo Zone无线热点,最好还是把MAC地址过滤设置为仅允许自己的设备连接.任何形式的加密都会影响 Nintendo Zone无线热点的正常工作.&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=SD%E6%95%B0%E6%8D%AE%E5%A4%87%E4%BB%BD&amp;diff=7342</id>
		<title>SD数据备份</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=SD%E6%95%B0%E6%8D%AE%E5%A4%87%E4%BB%BD&amp;diff=7342"/>
		<updated>2013-06-18T13:23:55Z</updated>

		<summary type="html">&lt;p&gt;T: Created page with &amp;quot;== 概述 == 介绍了在6.0.0-11中, 用户可以备份SD卡中title的游戏存档，上限为30条。用户可以在主菜单界面中选中应用程序...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概述 ==&lt;br /&gt;
介绍了在[[6.0.0-11]]中, 用户可以备份SD卡中title的[[Savegames|游戏存档]]，上限为30条。用户可以在[[主菜单界面]]中选中应用程序后，作为选项备份数据。在[[系统设置]]中用户能够删除、恢复备份。例外可以参阅[[SD Savedata Backups#Exclusions|Exclusions]]。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 备份 ==&lt;br /&gt;
备份数据存储在目录:&lt;br /&gt;
&lt;br /&gt;
 sdmc:/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;/backups&lt;br /&gt;
&lt;br /&gt;
备份目录的结构（每条存档都有这个结构）：&lt;br /&gt;
&lt;br /&gt;
 backups&lt;br /&gt;
 └───XXX&lt;br /&gt;
     └───&amp;lt;Application TitleID&amp;gt;&lt;br /&gt;
          └───00000000.sav&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;XXX&#039;&#039;&#039; - three digit hexadecimal数字代表插槽编号，即（000-01D）&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;Application TitleID&amp;gt;&#039;&#039;&#039; - 应用的完整TitleID&lt;br /&gt;
* &#039;&#039;&#039;00000000.sav&#039;&#039;&#039; - 备份时逐字节拷贝的存档数据备份&lt;br /&gt;
&lt;br /&gt;
每条存档只有一个存档数据，备份数据的详细信息是由系统创建的，不能手动创建。&lt;br /&gt;
&lt;br /&gt;
== 例外 ==&lt;br /&gt;
有些标题不会允许备份。NS CFA 的 [[NS_CFA|ctr_backup_black_list]] 文件，包含了一个 Unique-ID 的黑名单：&lt;br /&gt;
&lt;br /&gt;
=== 常规 3DS Titles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! JPN UniqueID&lt;br /&gt;
! USA UniqueID&lt;br /&gt;
! EUR UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 000ba8&lt;br /&gt;
| 000ba9&lt;br /&gt;
| Pokemon Mystery Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 000465&lt;br /&gt;
| 0004b3&lt;br /&gt;
| Cubic Ninja&lt;br /&gt;
|-&lt;br /&gt;
| 000481&lt;br /&gt;
| 000ae4&lt;br /&gt;
| 000b1d&lt;br /&gt;
| Monster Hunter 3G&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 00048d&lt;br /&gt;
| ?&lt;br /&gt;
| Reel Fishing 3D Paradise&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 00066c&lt;br /&gt;
| 00066d&lt;br /&gt;
| Pokemon Rumble Blast&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 000933&lt;br /&gt;
| Freakyforms Deluxe&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| 000ae1&lt;br /&gt;
| ?&lt;br /&gt;
| Pokemon Dream Radar&lt;br /&gt;
|-&lt;br /&gt;
| 0009f6&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Senran Kagura Burst: Guren no Shoujotachi&lt;br /&gt;
|-&lt;br /&gt;
| 000a4d&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| Sengoku Musou Chronicle 2nd&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== VC Titles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! JPN UniqueID&lt;br /&gt;
! USA UniqueID&lt;br /&gt;
! EUR UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000748&lt;br /&gt;
| 000749&lt;br /&gt;
| 00074a&lt;br /&gt;
| F-Zero: Maximum Velocity &lt;br /&gt;
|-&lt;br /&gt;
| 00074b&lt;br /&gt;
| 00074c&lt;br /&gt;
| 00074d&lt;br /&gt;
| Mario Kart Super Circuit&lt;br /&gt;
|-&lt;br /&gt;
| 00074e&lt;br /&gt;
| 00074f&lt;br /&gt;
| 000750&lt;br /&gt;
| Wario Land 4 &lt;br /&gt;
|-&lt;br /&gt;
| 000751&lt;br /&gt;
| 000752&lt;br /&gt;
| 000753&lt;br /&gt;
| Yoshi&#039;s Island: Super Mario Advance 3 &lt;br /&gt;
|-&lt;br /&gt;
| 000755&lt;br /&gt;
| 000756&lt;br /&gt;
| 000757&lt;br /&gt;
| Metroid Fusion &lt;br /&gt;
|-&lt;br /&gt;
| 000758&lt;br /&gt;
| 000759&lt;br /&gt;
| 00075a&lt;br /&gt;
| WarioWare Inc: Mega Microgame &lt;br /&gt;
|-&lt;br /&gt;
| 00075b&lt;br /&gt;
| 00075c&lt;br /&gt;
| 00075d&lt;br /&gt;
| Kirby &amp;amp; The Amazing Mirror &lt;br /&gt;
|-&lt;br /&gt;
| 000766&lt;br /&gt;
| 000767&lt;br /&gt;
| 000768&lt;br /&gt;
| Mario vs Donkey Kong &lt;br /&gt;
|-&lt;br /&gt;
| 000769&lt;br /&gt;
| 00076a&lt;br /&gt;
| 00076b&lt;br /&gt;
| Fire Emblem: The Sacred Stones &lt;br /&gt;
|-&lt;br /&gt;
| 00076c&lt;br /&gt;
| 00076d&lt;br /&gt;
| 00076e&lt;br /&gt;
| The Legend of Zelda: The Minish Cap &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 未排序 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! UniqueID&lt;br /&gt;
! Title Name&lt;br /&gt;
|-&lt;br /&gt;
| 000321&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000343&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000395&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000496&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0004d7&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000528&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00055d&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00055e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0005dc&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0005f6&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00065e&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0006a2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0006d2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 00072a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000732&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000775&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0007fc&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000862&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000863&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000864&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000865&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c3&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c4&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c5&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c8&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008c9&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008e3&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0008fa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000913&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000950&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009aa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009d6&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 0009fa&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000a27&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000b4a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000bae&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c34&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c6f&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c71&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c72&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000c9e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cc5&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cc6&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000cfd&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d10&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d2e&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000d4a&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000e68&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 000edc&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=SD%E5%8D%A1%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=7341</id>
		<title>SD卡文件系统</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=SD%E5%8D%A1%E6%96%87%E4%BB%B6%E7%B3%BB%E7%BB%9F&amp;diff=7341"/>
		<updated>2013-06-18T13:02:23Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 概述 ==&lt;br /&gt;
3DS使用SD卡存储游戏数据、音乐以及使用3DS拍摄的照片和视频&lt;br /&gt;
&lt;br /&gt;
SD卡&lt;br /&gt;
 ├── DCIM 目录&lt;br /&gt;
 └── Nintendo 3DS 目录&lt;br /&gt;
     ├── &amp;lt;ID0&amp;gt;&lt;br /&gt;
     │   └── &amp;lt;ID1&amp;gt;&lt;br /&gt;
     │       ├── [[SD数据备份]]&lt;br /&gt;
     │       ├── [[Title Database|dbs]]&lt;br /&gt;
     │       ├── [[extdata]]&lt;br /&gt;
     │       ├── [[Title Data Structure|title]]&lt;br /&gt;
     │       └── [[DSiWare_Exports|Nintendo DSiWare]]&lt;br /&gt;
     └── [[SD Filesystem#Private|Private]]&lt;br /&gt;
    &lt;br /&gt;
* 存储在sdmc/Nintendo 3DS/&amp;lt;ID0&amp;gt;/&amp;lt;ID1&amp;gt;目录下的所有数据都是console-unique [[AES|keyslots]]加密的, 存储在 [[Flash Filesystem|nand/data/&amp;lt;ID0&amp;gt;]] 目录下的文件只用于MAC keyslots. 这些目录的CTR文件都使用 [[nand/private/movable.sed]] 初始化keyslots.&lt;br /&gt;
* ID0 是SHA256 [[nand/private/movable.sed|hash]] 的前 0x10-bytes from . &lt;br /&gt;
* ID1是从SD卡初始化创建的CID获得的。从CID生存目录名，首先把生成该目录名称的CID翻转8位到左边,然后每个U16以下表所示的方式加密：&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Input rotated CID u16 index&lt;br /&gt;
!  Output CID u16 index&lt;br /&gt;
|-&lt;br /&gt;
|  6&lt;br /&gt;
|  0&lt;br /&gt;
|-&lt;br /&gt;
|  7&lt;br /&gt;
|  1&lt;br /&gt;
|-&lt;br /&gt;
|  4&lt;br /&gt;
|  2&lt;br /&gt;
|-&lt;br /&gt;
|  5&lt;br /&gt;
|  3&lt;br /&gt;
|-&lt;br /&gt;
|  2&lt;br /&gt;
|  4&lt;br /&gt;
|-&lt;br /&gt;
|  3&lt;br /&gt;
|  5&lt;br /&gt;
|-&lt;br /&gt;
|  0&lt;br /&gt;
|  6&lt;br /&gt;
|-&lt;br /&gt;
|  1&lt;br /&gt;
|  7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DCIM&#039;&#039;&#039; - [[Nintendo 3DS Camera]]拍摄的相片和影片存储在这里. 网络浏览器下载的图像也存储在这里。&lt;br /&gt;
&lt;br /&gt;
Note: 播放/录制 (3D)视频是在[[3.0.0-5]]系统新增的功能.3D视频是MJPG编码的avi格式的文件。&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SD数据备份&#039;&#039;&#039; - 这个目录包含了SD Title 的数据备份。欲了解更多信息，请参阅[[SD数据备份]]。&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dbs&#039;&#039;&#039; - 包含安装于SD卡中title相关的数据库. 这些文件是加密的,详见[[Title Database]]。&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;title&#039;&#039;&#039; - 安装于SD卡中的title.这个目录的所有数据是 [[AES|keyslot]] console-unique加密的. SD卡中的title列表可以在 [[Title list]] 查看. title数据结构的更多信息,请参阅 [[Title Data Structure]]。&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nintendo DSiWare&#039;&#039;&#039; - DSiWare titles 详见 [[DSiWare_Exports|exported]]。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extdata ==&lt;br /&gt;
附加的游戏数据储存在这里:&lt;br /&gt;
: /Nintendo 3DS/&amp;lt;SomeID&amp;gt;/&amp;lt;SomeID&amp;gt;/extdata/00000000&lt;br /&gt;
&lt;br /&gt;
 00000082 - eShop - JPN (Unconfirmed)&lt;br /&gt;
 0000008f - Some [[2.0.0-2]] data, unknown doesn&#039;t appear in extdata management.&lt;br /&gt;
 00000098 - eShop - EUR (Unconfirmed)&lt;br /&gt;
 00000207 - Mii Maker - JPN &lt;br /&gt;
 0000020d - Face Raiders - JPN&lt;br /&gt;
 00000210 - Some [[2.0.0-2]] data, unknown doesn&#039;t appear in extdata management.&lt;br /&gt;
 00000217 - Mii Maker - USA&lt;br /&gt;
 00000219 - eShop USA&lt;br /&gt;
 0000021d - Face Raiders - USA&lt;br /&gt;
 00000227 - Mii Maker - EUR&lt;br /&gt;
 0000022d - Face Raiders - EUR&lt;br /&gt;
 0000030c - Nintendogs + Cats - EUR&lt;br /&gt;
 00000326 - Pokédex 3D - EUR&lt;br /&gt;
 0000032d - Super Street Fighter IV 3D - USA&lt;br /&gt;
 0000033b - Ridge Racer 3D - EUR&lt;br /&gt;
 0000033c - Super Street Fighter IV 3D - EUR&lt;br /&gt;
 0000034d - Samurai Warriors Chronicles - USA&lt;br /&gt;
 00000358 - Ridge Racer 3D - USA&lt;br /&gt;
 0000038a - Dead or Alive Dimensions - EUR&lt;br /&gt;
 00000481 - Monster Hunter Tri G (Download-Quests) - JPN&lt;br /&gt;
 000004aa - Nintendo Video - USA&lt;br /&gt;
 000004ab - Nintendo Video - EUR&lt;br /&gt;
&lt;br /&gt;
所有[[extdata]]下的附加数据（extra data）都是加密的。尽管这些文件使用类似于闪存(FLASH)[[Savegames|存档]]的0xFF区块，附加数据却不能用对待闪存存档的异或操作来解密。所有附加数据文件都不能被拷贝到别的3DS的SD卡上，它们被锁在3DS本体上。（straybirdsnest注：保存了一台3DS附加数据的SD卡直接（或者拷贝到另外的SD卡后）插入到另外一台3DS上无法被识别，猜测原文是指这个。）&lt;br /&gt;
&lt;br /&gt;
（All &amp;quot;extra data&amp;quot; under [[extdata]] is encrypted. Although these files use 0xFF blocks similar to FLASH [[Savegames|saves]], extdata can&#039;t be decrypted with the xorpad fail like FLASH saves. All &amp;quot;extra data&amp;quot; files can&#039;t be copied to other 3DS SD cards, they are locked to the console.）&lt;br /&gt;
&lt;br /&gt;
== import.db 与 title.db ==&lt;br /&gt;
6月更新后，文件夹结构有了细微变化。你会在 /Nintendo 3DS/&amp;lt;SomeID&amp;gt;/&amp;lt;SomeID&amp;gt;/ 的exetdata旁找到&amp;quot;dbs&amp;quot;和&amp;quot;title&amp;quot;文件夹。&amp;quot;dbs&amp;quot;文件夹包含两个文件：import.db和title.db——用途目前不明。import.db似乎包含来自DSiWare SRL的数据。&lt;br /&gt;
&lt;br /&gt;
文件数据的开头部分是加密的，但剩余部分是明文(cleartext)。这个文件总是3.1MB大小，因此它不包含大多数DSiWare的完整的SRL。里面的数据排列方式也与源SRL——ARM7代码，ARM9代码的排列顺序不同，它们混（mix）在一起。文件包含未安装的DSiWare数据，只在源DSi上被列出，用于DSiWare转移。(翻译待考证)&lt;br /&gt;
&lt;br /&gt;
（The data at the beginning of the file is encrypted, but the rest is cleartext. This file is always 3.1MB, thus this doesn&#039;t contain the whole SRL for most DSiWare. The data stored here is not ordered the same way as the src SRL: ARM7 code, ARM9 code, and data are mixed together. The file can contain data from DSiWare that wasn&#039;t installed, only listed on the src DSi for DSiWare transfer. (This file is likely some temporary data storage used for DSiWare install etc).）&lt;br /&gt;
&lt;br /&gt;
title.db似乎是加密的。&lt;br /&gt;
&lt;br /&gt;
* [https://gist.github.com/1113cbe10f124e5a2c72 新旧 import.db 与 title.db 异或后，泄露了某些明文(plaintext)].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== title ==&lt;br /&gt;
 /title/00040000/ 包含 eshop 下载的数据 (有人能帮忙查证和加上地区吗?):&lt;br /&gt;
 00032600 - Pokedex 3D - EUR (verified)&lt;br /&gt;
 00042a00 - Legend of Zelda - Link&#039;s Awakening - EUR&lt;br /&gt;
 0004ab00 - Nintendo Video - EUR&lt;br /&gt;
 00052000 - Let&#039;s Golf 3D - EUR&lt;br /&gt;
 00054300 - 3D Classics Excitebike - USA&lt;br /&gt;
 00054e00 - 3D Classics Excitebike - EUR (verified)&lt;br /&gt;
 00054300 - 3D Classics Excitebike - USA&lt;br /&gt;
 00045C00 - 3D Classics Excitebike - JPN&lt;br /&gt;
要查看更多的ID，请参阅[[Title_list]]上的00040000标题(title)。&lt;br /&gt;
&lt;br /&gt;
上面的游戏标题文件(title directories)包含两个目录: content 和 data 。content 包含 00000000.tmd、.app文件，某些cmd目录包含 00000001.cmd，所有这些文件都使用一个本体唯一的密钥（console-unique key）加密。data目录包含 00000001.sav，这是游戏标题(title)的加密游戏存档。尽管这些存档看起来很像闪存游戏存档，但是它们对文件内每个AES块使用了唯一的CTR，而CTR在每个游戏存档写入的时候又会改变。重命名这些游戏存档文件将引起主菜单在启动游戏（title）时挂起(hang)，修改存档将像游戏卡带闪存存档一样抛出checksum/hash错误。&lt;br /&gt;
&lt;br /&gt;
（The above title directories contain two dirs: content and data. content contains 00000000.tmd, .app files, and some cmd dir containing 00000001.cmd, all of which are encrypted with a console-unique key. The data dir contains 00000001.sav, this is the title&#039;s encrypted savegame. Although these saves look similar to FLASH savegames, these savegames use proper unique CTR for each AES block in the file, and the CTR properly changes for each savegame write. Renaming these savegames causes home-menu to hang while launching titles, modifying saves throws the usual checksum/hash corruption like gamecard flash saves.）&lt;br /&gt;
&lt;br /&gt;
重命名content文件夹下任意文件或目录的时候，主菜单上的图标仍会被显示。修改这些文件与重命名有同样效果。重命名cmd文件夹下的cmd文件，或 00000000.app ,则3D标题会消失。重命名cmd目录或目录下的文件时，主菜单会拒绝运行游戏程序，说明书（译者注：即菜单里的软件说明书，3DSware和马里奥大陆3D这样的游戏会自带）将无法工作。（会显示“SD卡未插入”的黑屏）。重命名 00000001.app时，说明书将不会被载入，因此 .app 可能是说明书？主 00000000.app 二进制文件被重命名的时候，无法启动该游戏程序，并且显示说明书的地方将显示游戏程序的图标和标题。（译者注：这段按本人理解翻译，有兴趣的可以亲自试验一下，记得先备份SD卡内容）重命名tmp文件夹里面的文件将不会引起主菜单的任何改变。&lt;br /&gt;
&lt;br /&gt;
（When renaming &#039;&#039;any&#039;&#039; of these files/dir under content, the icon in home-menu is still displayed. Modifying any of these files has same result as renaming them. When renaming the cmd dir/cmd file, or 00000000.app, the 3D banner isn&#039;t displayed. When renaming the cmd dir or the file contained in that dir, home-menu will refuse to run the title, and the manual will not work.(will display the black screen saying sdcard isn&#039;t inserted) Manual won&#039;t load when 00000001.app is renamed, so that .app might be the manual? When the main 00000000.app binary is renamed, the title will not launch and in the manual placeholder text is used for the title name/icon. Home-menu doesn&#039;t care at all when tmd is renamed.）&lt;br /&gt;
&lt;br /&gt;
== Private ==&lt;br /&gt;
保存在这里的Private数据似乎是明文:&lt;br /&gt;
 /Nintendo 3DS/Private/&amp;lt;Title ID Low&amp;gt;/&lt;br /&gt;
&lt;br /&gt;
 00020400 - Nintendo 3DS Camera &lt;br /&gt;
 00020500 - Nintendo 3DS Sound&lt;br /&gt;
&lt;br /&gt;
camera private 目录是 [[phtcache.bin]].&lt;br /&gt;
想在3DS放入并能查看图片的时候，重命名为8位数字的mpo文件并保存到/DCIM目录下。&lt;br /&gt;
sound private 目录是 voice/XX/*.m4a. 这里的XX是01-10,存储为m4a文件.&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E4%B8%BB%E8%8F%9C%E5%8D%95%E7%95%8C%E9%9D%A2&amp;diff=7339</id>
		<title>主菜单界面</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E4%B8%BB%E8%8F%9C%E5%8D%95%E7%95%8C%E9%9D%A2&amp;diff=7339"/>
		<updated>2013-06-18T12:53:07Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;主菜单界面是N3DS的核心之一。从这里我们可以运行游戏，观看视频，管理朋友列表以及更改设置。开机启动时它是最先出现的，除了进行系统设置修改时，它一直在3DS模式下后台运行。&lt;br /&gt;
通常主菜单进程崩溃/终止时，系统会重启主菜单。此时主菜单会显示一个手动重启系统的错误信息。&lt;br /&gt;
&lt;br /&gt;
==版本信息==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 系统版本&lt;br /&gt;
! 固件版本&lt;br /&gt;
! 更新日期&lt;br /&gt;
! 修改记录&lt;br /&gt;
! CDN可用性&lt;br /&gt;
! CDN发布日期&lt;br /&gt;
|-&lt;br /&gt;
| [[1.0.0-0|1.0.0-0]]&lt;br /&gt;
| 0&lt;br /&gt;
| 2011.2.26&lt;br /&gt;
| 首发3DS自带固件&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.2.18&lt;br /&gt;
|-&lt;br /&gt;
| [[1.1.0-0|1.1.0-0]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 从部分游戏卡带进行升级&lt;br /&gt;
| 不可用&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[1.1.0-1|1.1.0-1]] &lt;br /&gt;
| 0 &lt;br /&gt;
| 2011年2月某日&lt;br /&gt;
| 一般性bug修复&lt;br /&gt;
在主菜单加入了3D视频选项（仅加入了一段时间）&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.3.1&lt;br /&gt;
|-&lt;br /&gt;
| [[2.0.0-2|2.0.0-2]]&lt;br /&gt;
| 1029&lt;br /&gt;
| 2011.6.6/7&lt;br /&gt;
| 来自官方的升级信息：（DSiWare文件管理没有说明，但是是可用的）加入了[[eShop|任天堂eshop]] ，可以使用网络浏览器。加入[[系统转移]]。可以进行对DSiWare文件的完全管理。可能进行[[无线热点通信|自动]]的系统升级（需要连接无线网络）。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.6.6&lt;br /&gt;
|-&lt;br /&gt;
| [[2.1.0-1|2.1.0-1]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 通过某些游戏卡带进行升级，这个固件貌似是基于2.0.0-2编辑的，目的应该是把系统版本为1.1.0-1的3DS升级，但是2.0.0-2固件更新的所有特征都没有出现。虽然这个固件的版本高于2.0.0-2, 网络浏览器似乎被删除，E-Shop没有出现，示范用视频依旧存在。但是2.0.0-2中重新设计的主菜单界面，DSiWare管理及其他特性在这个固件中均有出现。&lt;br /&gt;
| 不可用&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[2.1.0-3|2.1.0-3]]&lt;br /&gt;
| 2049&lt;br /&gt;
| 2011.6.15&lt;br /&gt;
| 修正了Ridge Racer静止的bug。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.6.15&lt;br /&gt;
|-&lt;br /&gt;
| [[2.1.0-4|2.1.0-4]]&lt;br /&gt;
| ?&lt;br /&gt;
| 2011.7.25&lt;br /&gt;
| 提高了系统稳定性，进行了一些小的系统修改。&lt;br /&gt;
| 可用&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[2.2.0-4|2.2.0-4]]&lt;br /&gt;
| ?&lt;br /&gt;
| 2011.11.6&lt;br /&gt;
| 改进了[[Friend List]]. 通过诸如马里奥大陆3D的卡带升级（日版）。&lt;br /&gt;
| 不可用&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[3.0.0-5|3.0.0-5]]&lt;br /&gt;
| 4111&lt;br /&gt;
| 2011.12.7&lt;br /&gt;
| 给照相机Title追加了3D视频录制功能，更新了Mii Streetpass Plaza，Download Play的3DS Title的系统间传输，改进了eShop，home menu的带链接QR扫描功能。[[Nintendo Zone]]现在可以在任何地方访问了，还为[[Nintendo Zone|NZone]]追加了3D视频的流媒体支持。这一次更新,也增加了通过AGB_FIRM运行GBA VC title的支持.&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.12.7&lt;br /&gt;
|-&lt;br /&gt;
| [[3.0.0-6|3.0.0-6]]&lt;br /&gt;
| 4111&lt;br /&gt;
| 2011.12.21&lt;br /&gt;
| Home menu 没有更新,只StreetPass的Mii广场和system title更新了。任天堂的系统升级页是这么说的：“增强了系统稳定性以及其他调整”.&lt;br /&gt;
| 可用&lt;br /&gt;
| 2011.12.21&lt;br /&gt;
|-&lt;br /&gt;
| [[4.0.0-7|4.0.0-7]]&lt;br /&gt;
| 5131&lt;br /&gt;
| 2012.4.24&lt;br /&gt;
| Home Menu增加文件夹功能，增加游戏补丁, 购买超过1000日元的昂贵游戏(JPN)&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.4.24&lt;br /&gt;
|-&lt;br /&gt;
| [[4.1.0-8|4.1.0-8]]&lt;br /&gt;
| 5131&lt;br /&gt;
| 2012.5.14&lt;br /&gt;
| 官方日志：“增强了系统稳定性以及其他调整”。当更新到[[4.1.0-8]]之后，系统更新再也不需要家长控制密码。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.5.14&lt;br /&gt;
|-&lt;br /&gt;
| [[4.2.0-9|4.2.0-9]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.6.26&lt;br /&gt;
| 改进了eShop输入信用卡信息的安全性和其他不易察觉的小改进。保存的信用卡信息在这次eShop更新时候会删除，但是可以重新输入。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.6.26&lt;br /&gt;
|-&lt;br /&gt;
| [[4.3.0-10|4.3.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.7.24&lt;br /&gt;
| eShop更新, bad word列表和[[Nintendo Zone|NZone]]热点更新&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.7.24&lt;br /&gt;
|-&lt;br /&gt;
| [[4.4.0-10|4.4.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.9.19&lt;br /&gt;
| NZone热点列表更新，更新了TWL_FIRM封杀烧录卡。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.9.19&lt;br /&gt;
|-&lt;br /&gt;
| [[4.4.0-10|4.4.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.10.17&lt;br /&gt;
| (仅中国)更新了[[System Settings]]的title。这个TWN/KOR已经有这个版本更新的title了.&lt;br /&gt;
| 可用&lt;br /&gt;
| 201210.17&lt;br /&gt;
|-&lt;br /&gt;
| [[4.5.0-10|4.5.0-10]]&lt;br /&gt;
| 6146&lt;br /&gt;
| 2012.12.4&lt;br /&gt;
| 更新TWL_FIRM和白名单，封杀烧录卡。[[Nintendo Zone|NZone]]的热点列表也更新了。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2012.12.4&lt;br /&gt;
|-&lt;br /&gt;
| [[5.0.0-11|5.0.0-11]]&lt;br /&gt;
| 7172&lt;br /&gt;
| 2013.3.25&lt;br /&gt;
| eShop有些变化, 许多系统的 titles包括NATIVE_FIRM也被更新了。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2013.3.25&lt;br /&gt;
|-&lt;br /&gt;
| [[5.1.0-11|5.1.0-11]]&lt;br /&gt;
| 7172&lt;br /&gt;
| 2013.4.4&lt;br /&gt;
| 更新了 NATIVE_FIRM 和 NS. 根据官方change-log: &amp;quot;解决了一个可能会阻止访问系统设置和其他功能的问题.&amp;quot;&lt;br /&gt;
| 可用&lt;br /&gt;
| 2013.4.4&lt;br /&gt;
|-&lt;br /&gt;
| [[6.0.0-11|6.0.0-11]]&lt;br /&gt;
| 8198&lt;br /&gt;
| 2013.6.17&lt;br /&gt;
| 官方更新日志：“现在，用户对任天堂下载版的3DS软件和VC游戏的存档可以进行备份”。对[[擦肩通信Mii广场|StreetPass Mii Plaza]]和[[照相机]]进行了更新。&lt;br /&gt;
| 可用&lt;br /&gt;
| 2013.6.17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nintendo Software]]&lt;br /&gt;
&lt;br /&gt;
==引导启动进入Kiosk功能 ==&lt;br /&gt;
系统检查游戏的banner，判断游戏能不能自动启动。如果Home Menu先被 [[NS]]加载了，它会检查Slot-1的Kiosk试玩版卡带。如果找到了卡带，它会加载卡带里的游戏，这样就不在后台运行home menu了(至少处于不运行的状态)。早于New Super Mario Bros 2(但不包括)的kiosk试玩版， 通过阻止home按钮和kiosk相结合，自动启动进入kiosk运行环境。在这个运行环境中按下电源按钮可以关机，但是home键失效了。然而，如果home menu完成初始化，并且载入了kiosk demos，运行环境就和自动启动完全一样了! 除非按下电源键看到那个灰色的关机警告界面。&lt;br /&gt;
&lt;br /&gt;
New Super Mario Bros 2 demo之后又发现了新的kiosk运行环境。3DS可以像之前的DS系列一样从卡带启动。这种情况下，&#039;Home&#039;和&#039;Power&#039;键按下时会造成关机。如果长时间没有操作，kiosk试玩版会自动退出。如果home menu在kiosk试玩版装载前完全初始化了，那么&#039;Home&#039;和&#039;Power&#039;键的行为会和一般零售版游戏一样，也就是可以打开home menu。但不同点是，长期无操作的话，游戏还是会在一定时间后自动退出并进入home menu。&lt;br /&gt;
&lt;br /&gt;
启动其他锁区的kiosk试玩版，demo引导启动过程中，3DS会报错“An Error has Occurred”。应用不会显示在home menu中，这一点和后面所述的一般零售游戏相同。&lt;br /&gt;
&lt;br /&gt;
有引导功能的卡带可以跳过Home Menu的一些功能:&lt;br /&gt;
&lt;br /&gt;
* 在活动日志中显示使用历史记录&lt;br /&gt;
* 绕过家长控制&lt;br /&gt;
* 绕过强制游戏卡更新&lt;br /&gt;
* 绕过3DS初始设置&lt;br /&gt;
* 控制台没有朋友列表&lt;br /&gt;
&lt;br /&gt;
== 锁区 ==&lt;br /&gt;
Home Menu有锁区控制的功能。所有Title的锁区区域都在[[SMDH#BNR Region|ICN data]]中。一共有6个锁区区域：日本，美国，欧洲(包括澳大利亚)，中国，台湾，以及韩国。还有一个使Title免受锁区的值，使其能在任何版本的3DS上运行。&lt;br /&gt;
&lt;br /&gt;
=== 锁区效果  ===&lt;br /&gt;
每个3DS Title——不管游戏被存储在哪里(NAND/SD卡/游戏卡带)，都会被Home Menu检查，非本区域的Title会被Home Menu拒绝显示，而用户不会收到相关提醒。然而,非本区域SD卡的Title，会在检查过程中&amp;quot;闪现&amp;quot;。对于那些不需要从Home Menu界面启动的Title(比如kiosk demos)，Home Menu会声明发生了错误并停止启动Title。&lt;br /&gt;
&lt;br /&gt;
== 主菜单错误消息 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 对话框文本&lt;br /&gt;
! 描述&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;An error has occured. Please save your data ... then restart the system&amp;quot; （“发生一个错误，请保存数据，然后重启系统”）&lt;br /&gt;
| 系统进程（包括主菜单）崩溃/终止时，显示此对话框。这个对话框也显示系统错误。&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 参考 ==&lt;br /&gt;
* http://www.nintendo.com/consumer/systems/3ds/en_na/menu_update.jsp&lt;br /&gt;
* http://www.nintendo.co.jp/netinfo/3ds/JPN/ja.html&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Current_events&amp;diff=7335</id>
		<title>首页/Current events</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E9%A6%96%E9%A1%B5/Current_events&amp;diff=7335"/>
		<updated>2013-06-18T12:29:10Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main page box|最近动态|:News}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: -.3em -1em -1em -1em;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; bgcolor=&amp;quot;#fff&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2px&amp;quot; cellspacing=&amp;quot;2px&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #F5FAFF;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;2013年6月17日&#039;&#039;&#039; 任天堂发布N3DS系统更新：[[6.0.0-12]].&lt;br /&gt;
*&#039;&#039;&#039;2013年4月13日&#039;&#039;&#039; 任天堂发布N3DS系统更新：[[5.1.0-11]].&lt;br /&gt;
*&#039;&#039;&#039;2013年3月25日&#039;&#039;&#039; 任天堂发布N3DS系统更新：[[5.0.0-11]].&lt;br /&gt;
*&#039;&#039;&#039;2013年1月14日&#039;&#039;&#039;  [[User:Elisherer|Elisherer]]发布[[3DSExplorer|3DSExplorer v1.5.1]] &lt;br /&gt;
*&#039;&#039;&#039;2012年12月4日&#039;&#039;&#039; 任天堂发布N3DS系统更新：[[4.5.0-10]].&lt;br /&gt;
*&#039;&#039;&#039;2012年12月1日&#039;&#039;&#039; [[User:Elisherer|Elisherer]]发布[[3DSExplorer|3DSExplorer v1.4]]   &lt;br /&gt;
|- class=&amp;quot;plainlinks&amp;quot; style=&amp;quot;background: #e7eef6; text-align: center;&amp;quot;&lt;br /&gt;
| [[Image:view_more.png|link=:News/Archive]] [[:News/Archive|存档]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{box-footer-empty}}&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3&amp;diff=7306</id>
		<title>游戏存档</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3&amp;diff=7306"/>
		<updated>2013-06-17T08:01:49Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页面描述了 3DS游戏卡, SD/NAND,SD/NAND [[extdata]] 中以及别的地方发现的游戏存档格式，加密方法等等内容。你可以在[[Games|游戏]]页面找到多种游戏的存档。&lt;br /&gt;
&lt;br /&gt;
=== 加密手段 ===&lt;br /&gt;
&lt;br /&gt;
3DS上的游戏存档与DS的很像，都储存在游戏卡带的一块闪存芯片(FLASH chip)上。DS上这些游戏存档以明文的方式保存，3DS加了一层加密。通过对一些游戏存档的内容进行异或操作,显示出一些明文,看起来存档的加密方式应该是AES-CTR.&lt;br /&gt;
&lt;br /&gt;
这样猜测的理由在于序列密码法曾有一段时间使用512字节（作为单位来加密），即是说，在超过512字节之后，这种加密方法将重复某些关键字序列(keystream)。序列密码法加密的方法是，使用关键字序列对待加密数据进行异或操作，（得到的便是加密数据）。不幸的是，假如你使用重复的关键字序列加密某些已知的明文（在我们的场合里，是数据0），那么你基本上在泄漏你宝贵的关键字序列。（译者注:在位(Bit)级别上进行异或运算时，1^0=1,0^0=0，这里符号&amp;quot;^&amp;quot;表示异或，所以一个数据和0进行异或时会得到它本身。）&lt;br /&gt;
&lt;br /&gt;
那么怎么在3DS上运用这种解密方法呢？首先，将游戏存档切成以512字节为单位长度的片段，然后将除了只包含FF以外的片段以二进制方式查看。现在寻找最常见的公共片段，那就是你的关键字序列。现在用你原始的游戏存档和这些关键字序列进行异或操作，你将得到一个完全解密的游戏存档。对关键字序列进行异或操作以产生加密的游戏存档。（译者注:异或运算的一个重要性质是,a^b^b=a;即使用同样的关键字b对a进行两次异或将得到a本身，所以使用关键字序列对加密的游戏存档异或会得到明文，再异或一次又得到加密的存档。）&lt;br /&gt;
&lt;br /&gt;
所有的游戏卡和SD卡存储的游戏都是用AES-CTR加密的. The gamecard savegame [[AES|keyslot]] keyY is unique for every region of each game. A flag stored in the [[NCSD]] determines the method used to generate this keyY. This same flag is also used for determining which CTR method is used as well. The keyY when the flag is clear is generated from data stored in the main [[NCCH#CXI|CXI]], and data retrieved from gamecard commands. When the flag is set, a hash is generated for the keyY over the data from the CXI, and an ID retrieved from a gamecard command. The base CTR for gamecard savegames is all-zero. SD savegames use a CTR where the base CTR is fixed per savegame, however the CTR doesn&#039;t repeat in the image.&lt;br /&gt;
&lt;br /&gt;
[[2.0.0-4]](以及之后)的系统中,可以使用不同的游戏卡CTR方式，修正了上述缺陷。在 [[2.2.0-4]] 中,系统检查[[NCSD]]标志.如果被置位,使用新的CRT方式,否则就使用0x200-byte CRT.发布 [[2.2.0-4]]之后的所有游戏[[NCSD]]都被置位了,CRT不再在image中重复.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;使用新加密方式的游戏(原文已无此段):&#039;&#039;&#039;&lt;br /&gt;
* Super Mario 3D Land 《超级马里奥3D大陆》&lt;br /&gt;
* Mario Kart 7 《马里奥赛车7》&lt;br /&gt;
* Need for Speed - The Run 《极品飞车-亡命狂飙》&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一些信息(原文已无此段):&#039;&#039;&#039;&lt;br /&gt;
* 旧游戏仍使用0x200字节的异或加密方式。&lt;br /&gt;
* 新游戏存档可以被备份和再储存（同样的密钥将被一个个存档使用）。&lt;br /&gt;
* （wearleveling） 没有变化。&lt;br /&gt;
* 对两个文件使用异或将产生一些明文。&lt;br /&gt;
* 0x1000字节后，异或操作将停止。（所以 0x1000 可能是最大长度，但还未证实）&lt;br /&gt;
&lt;br /&gt;
=== Wear leveling ===&lt;br /&gt;
&lt;br /&gt;
3DS在游戏存档闪存芯片上引入了wear leveling 方案。这是通过使用blockmap和journal来实现的。blockmap在闪存上偏移量为0，其后是journal。初始状态由blockmap指定，然后journal对其进行应用。&lt;br /&gt;
&lt;br /&gt;
The 3DS employs a wear leveling scheme on the savegame FLASH chips. This is done through the usage of blockmaps and a journal. The blockmap is located at offset 0 of the flash chip, and is immediately followed by the journal. The initial state is dictated by the blockmap, and the journal is then applied to that.&lt;br /&gt;
&lt;br /&gt;
首先，是8字节目前还不明白其确切意义的数据。然后是实际的blockmap。其结构很简单：&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
struct header_entry {&lt;br /&gt;
        uint8_t phys_sec; // when bit7 is set, block has checksums, otherwise checksums are all zero&lt;br /&gt;
        uint8_t alloc_cnt;&lt;br /&gt;
        uint8_t chksums[8];&lt;br /&gt;
} __attribute__((__packed__));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
每个sector有一个入口，从实际的sector1开始计数（sector 0 包含blockmap/journal）。&lt;br /&gt;
&lt;br /&gt;
blockmap后2字节为最开始的8个字节，以及blockmap的CRC16校验码（开始值为0xFFFF（像modbus））。&lt;br /&gt;
&lt;br /&gt;
然后是journal。其结构如下:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
struct sector_entry {&lt;br /&gt;
        uint8_t virt_sec;       // Mapped to sector&lt;br /&gt;
        uint8_t prev_virt_sec;  // Physical sector previously mapped to&lt;br /&gt;
        uint8_t phys_sec;       // Mapped from sector&lt;br /&gt;
        uint8_t prev_phys_sec;  // Virtual sector previously mapped to&lt;br /&gt;
        uint8_t phys_realloc_cnt;       // Amount of times physical sector has been remapped&lt;br /&gt;
        uint8_t virt_realloc_cnt;       // Amount of times virtual sector has been remapped&lt;br /&gt;
        uint8_t chksums[8];&lt;br /&gt;
} __attribute__((__packed__));&lt;br /&gt;
&lt;br /&gt;
struct long_sector_entry{&lt;br /&gt;
        struct sector_entry sector;&lt;br /&gt;
        struct sector_entry dupe;&lt;br /&gt;
        uint32_t magic;&lt;br /&gt;
}__attribute__((__packed__));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
magic 是一个固定值 0x080d6ce0.&lt;br /&gt;
&lt;br /&gt;
blockmap/journal入口的验校和是这样算出的:&lt;br /&gt;
* 每个 byte 是一个 0x200 大小加密的块的验校和&lt;br /&gt;
* 计算一个块的CRC16 (从 0xFFFF 开始) ,两个byte的CRC16一起进行异或运算，以产生 8bit 校验和&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AES MAC header ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image偏移&lt;br /&gt;
! 长度&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 0x10&lt;br /&gt;
| 通过 0x20-byte SHA256 hash的[[AES]]MAC&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0xF0&lt;br /&gt;
| 填充0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
这个AES MAC是用于&amp;quot;签名&amp;quot; DISA/DIFF header的. 每次更新游戏存档,存储在DISA/DIFF的hash都会更新.每次更改存档时,必然更新MAC. SHA256_Update()用于使用下面的加密方式计算这个 hash .&lt;br /&gt;
&lt;br /&gt;
==== Savegame Types ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 类型&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| CTR-EXT0&lt;br /&gt;
| SD/NAND [[Extdata]]&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SYS0&lt;br /&gt;
| [[System SaveData]]&lt;br /&gt;
|-&lt;br /&gt;
| CTR-NOR0&lt;br /&gt;
| 卡带游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SAV0&lt;br /&gt;
| 游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SIGN&lt;br /&gt;
| SD卡游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-9DB0&lt;br /&gt;
| [[Title_Database|Title database]] extdata images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Extdata SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 块的长度&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 游戏存档类型&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| First word is the hex ID from image filename, second word is the hex ID of the sub-dir under the &amp;lt;ExtdataIDLow&amp;gt; directory (all-zero for Quota.dat)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 1 for Quota.dat, 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Same as the previous u64&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DIFF header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== System SaveData SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| [[FS:OpenFile|SaveID]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DISA header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CTR-NOR0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DISA header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CTR-SAV0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Input data, for gamecard savegames this is the output SHA-256 hash from CTR-NOR0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gamecard savegames the output hash from this is used with the MAC. This save-type is also used for SD savegames, for SD saves the input data is the 0x100-byte DISA header. For SD savegames, the calculated output hash is used with CTR-SIGN.&lt;br /&gt;
&lt;br /&gt;
==== CTR-SIGN SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| ProgramID/SaveID&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| SHA-256 hash from CTR-SAV0&lt;br /&gt;
|}&lt;br /&gt;
This is used for SD savegames, the calculated hash from this is used with the MAC.&lt;br /&gt;
&lt;br /&gt;
==== CTR-9DB0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| ID, each .db image has a separate ID.&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DIFF header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is used for the /[[Title_Database|dbs]] .db extdata images.&lt;br /&gt;
&lt;br /&gt;
=== Partitions ===&lt;br /&gt;
&lt;br /&gt;
There can be multiple partitions in the image.&lt;br /&gt;
The partitions are represented by tables of DIFI blobs inside a DISA/DIFF structure.&lt;br /&gt;
The order of the DIFI blobs is the order of the partitions in the image.&lt;br /&gt;
&lt;br /&gt;
==== DISA ====&lt;br /&gt;
&lt;br /&gt;
* This is located @ 0x100 in the image, following the MAC header.&lt;br /&gt;
* If the uint32 @ 0x68 in the DISA(the low 8-bits) is non-zero, then the secondary table is is used, otherwise the primary table is used. &lt;br /&gt;
* If the table has more then 1 DIFI then the uint32 @ 0x168 is the offset from the DATA partition to the file base (masked with 0xFFFFFFFE).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DISA&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x40000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Total partition entries in a table&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to secondary partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to primary partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Partition table size&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition entry offset in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition entry length in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition entry offset in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition entry length in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition length&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition length&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4&lt;br /&gt;
| Active table (and the offset to the filebase)&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 0x20&lt;br /&gt;
| Hash from active table&lt;br /&gt;
|-&lt;br /&gt;
| 0x8C&lt;br /&gt;
| 0x74&lt;br /&gt;
| Reserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The hash in the DISA hashes the Active Table (starting from tables&#039;s offset to tables&#039;s offset + table length) with SHA256.&lt;br /&gt;
* The partition offsets are absolute offsets in the image.&lt;br /&gt;
* The SAVE partition offset is usually 0x1000. The SAVE/DATA partitions begins with the DPFS partitions, the relative offset for the IVFC partition data is specified by the DPFS header.&lt;br /&gt;
&lt;br /&gt;
The DIFIs table at offset 0x200 in the image has 2 DIFIs when the DATA partition isn&#039;t used, 4 DIFIs otherwise. Each partition table contains the SAVE DIFI entry and optionally the DATA entry. The secondary partition table is located at offset 0x200 in the image, and the primary table follows the secondary table.&lt;br /&gt;
&lt;br /&gt;
The non-active table is for backup.&lt;br /&gt;
&lt;br /&gt;
==== DIFF ====&lt;br /&gt;
&lt;br /&gt;
* This is the [[extdata]] equivalent of DISA, for extdata which use FS. DIFF is only used for extdata.&lt;br /&gt;
* When the active-table field low 8-bits is non-zero, the secondary partition is used. Otherwise, the primary partition is used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DIFF&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x30000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Secondary partition table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Primary partition table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Partition table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Active table (and the offset to the filebase)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| File Base Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 4&lt;br /&gt;
| Reserved0&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 0x20&lt;br /&gt;
| Hash of the active partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0xAC&lt;br /&gt;
| Reserved1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DIFI ====&lt;br /&gt;
&lt;br /&gt;
These 0x12C-byte blobs describe the partitions. Following each partition is an unused 0xFFFFFFFF cleartext word in the raw image. Every DIFI blob describes a partition. Partitions are catted together, so after the end of one partition is the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
For most games there&#039;s only 1 partition (The SAVE partition) and some (like Asphalt 3D, Steel Diver &amp;amp; Lego Star Wars III) has 2 partitions.&lt;br /&gt;
&lt;br /&gt;
* 2 Partitions means that the files inside the SAVE partition is on the DATA partition.&lt;br /&gt;
* The DISA/DIFF headers support a maximum of 2 partitions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DIFI&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x10000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to &amp;quot;IVFC&amp;quot; blob in DIFI (Always 0x44)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Size of &amp;quot;IVFC&amp;quot; blob&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to &amp;quot;DPFS&amp;quot; blob in DIFI (Always 0xBC)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Size of &amp;quot;DPFS&amp;quot; blob&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to the hash in DIFI (Always 0x10C)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| Size of this hash&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 4&lt;br /&gt;
| Flags (when this byte is non-zero, this is a DATA partition)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 8&lt;br /&gt;
| File base offset (for DATA partitions)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IVFC ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;IVFC&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x20000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 0x8&lt;br /&gt;
| Master hash size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 1 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 1 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 1 block size, in log2&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 2 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 2 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 2 block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 3 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 3 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 3 block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem size&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 8&lt;br /&gt;
| Unknown (usually 0x78=120)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* This savegame IVFC is almost identical to the [[RomFS]] IVFC, except for the additional filesystem level. Exactly like RomFS, each level except level4 is a hash-table where each hash entry hashes the data in the next level, padded to the log2 block size.&lt;br /&gt;
&lt;br /&gt;
==== DPFS ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DPFS&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x10000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to first table&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| First table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| First table block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to second table&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| Second table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| Second table block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition size&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Every block this table point to is written twice (concatenated). You can see that the offset to the next block is twice the length (except the data which always begin after 0x1000).&lt;br /&gt;
* The offsets contained in the DPFS and IVFC are relative to the partition offset in the DISA/DIFF. The offsets from the IVFC are additionally added with the IVFC partition offset from the DPFS.&lt;br /&gt;
&lt;br /&gt;
The first partition&#039;s data usually starts at 0x2000. First comes the hashtable (usually start @ 0x40 into the partition) and then the filesystem.&lt;br /&gt;
&lt;br /&gt;
The hashtable entries&#039; size is 2^x where x is the &#039;Filesystem block size&#039; from the IVFC block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DIFI Hash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The last 0x20-bytes of the partition following the DIFI, IVFC and DPFS is a SHA256 hash. The offset to this hash is stored in the DIFI. This hashes the IVFC level 1, with the buffer which is hashed aligned to the IVFC level 1 log2 block-size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Drawing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Sfimg_drawing.png]]&lt;br /&gt;
&lt;br /&gt;
==== The SAVE partition ====&lt;br /&gt;
&lt;br /&gt;
* The SAVE filesystem works with a backup. There are two SAVE blocks inside the partition concatenated. Which SAVE block is the updated one is unknown yet.. (I&#039;m guessing from experience that (image[0x100B] &amp;amp; 0x20) == 0x20 --&amp;gt; 1st SAVE --[[User:Elisherer|Elisherer]] 01:30, 18 October 2011 (CEST))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finding the folders table:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At folder table exact offset from the SAVE struct (from the beginning of the struct).&lt;br /&gt;
* Otherwise: The &#039;folder table offset&#039; * &#039;folder table media&#039; (=0x200) from the &#039;filestore offset&#039;. (usually 0 from filebase)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finding the files table:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At file table exact offset from the SAVE struct (from the beginning of the struct).&lt;br /&gt;
* Otherwise: The &#039;file table offset&#039; * &#039;file table media&#039; (=0x200) from the &#039;filestore offset&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detemining the filestore base:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At file base from the DATA&#039;s DIFI struct into the DATA partition.&lt;br /&gt;
* Otherwise: At the &#039;filestore offset&#039; from the beginning of the SAVE struct.&lt;br /&gt;
&lt;br /&gt;
Folder&#039;s entry structure:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 struct folder_entry {&lt;br /&gt;
     u32 parent_folder_index;&lt;br /&gt;
     u8  filename[0x10];&lt;br /&gt;
     u32 folder_index;&lt;br /&gt;
     u32 unk1; &lt;br /&gt;
     u32 last_file_index;&lt;br /&gt;
     u32 unk3; &lt;br /&gt;
     u32 unk4;&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File&#039;s entry structure:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 struct file_entry {&lt;br /&gt;
     u32 parent_folder_index;&lt;br /&gt;
     u8  filename[0x10];&lt;br /&gt;
     u32 index;&lt;br /&gt;
     u32 unk1; // magic?&lt;br /&gt;
     u32 block_offset;&lt;br /&gt;
     u64 file_size;&lt;br /&gt;
     u32 unk2; // flags?&lt;br /&gt;
     u32 unk3;&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first entry in both tables is the count of the table, the parent directory index will be the amount of table rows. The root includes itself, so there are the amount - 1 (minus one) folders in the root directory (or files). The entries that follow after the root are the actual folders/files.&lt;br /&gt;
&lt;br /&gt;
Reading the files out is as simple as taking the file base offset and adding (block_offset * 0x200) to it.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a follow-up example from the Legend of Zelda: Ocarina of Time 3D:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//FST entry = SAVE base + File base + (FST offset * 0x200) + (FST entry # * 0x30)&lt;br /&gt;
//0x2600    = 0x2000    + 0x400     + (0x1        * 0x200) + (0x0         * 0x30)&lt;br /&gt;
&lt;br /&gt;
00002600: 03000000 09000000 00000000 00000000  ................&lt;br /&gt;
00002610: 00000000 00000000 00000000 00000000  ................&lt;br /&gt;
00002620: 00000000 00000000 00000000 00000000  ................&lt;br /&gt;
00002630: 01000000 73797374 656D2E64 61740000  ....system.dat..&lt;br /&gt;
00002640: 00000000 00000000 D57B1100 02000000  ........?{......&lt;br /&gt;
00002650: 22000000 00000000 E8121500 00000000  &amp;quot;.......è.......&lt;br /&gt;
00002660: 01000000 73617665 30302E62 696E0000  ....save00.bin..&lt;br /&gt;
00002670: 00000000 01000000 69921100 03000000  ........i’......&lt;br /&gt;
00002680: DC140000 00000000 04000000 00000000  ü...............&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;SAVE&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x40000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to data in this SAVE header(normally 0x20)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Partition Size [medias]&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 4&lt;br /&gt;
| Partition Media Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 8&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 4&lt;br /&gt;
| Media-size for the below sections&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| FolderMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 4&lt;br /&gt;
| FolderMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, FolderMap size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| FileMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 4&lt;br /&gt;
| FileMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, FileMap size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| BlockMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 4&lt;br /&gt;
| BlockMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 4&lt;br /&gt;
| Uknown, BlockMap size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| File store offset (from SAVE)&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 4&lt;br /&gt;
| File store length [medias]&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, File store size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4/8&lt;br /&gt;
| Folders Table offset (8 bytes in DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 4&lt;br /&gt;
| Folders Table Length (medias) (Only in no DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 4&lt;br /&gt;
| Folders Table unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x74&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, Folders Table size-related&lt;br /&gt;
|-&lt;br /&gt;
| 0x78&lt;br /&gt;
| 4/8&lt;br /&gt;
| Files Table offset (8 bytes in DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C&lt;br /&gt;
| 4&lt;br /&gt;
| Files Table Length (medias) (Only in no DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| 4&lt;br /&gt;
| Files Table unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x84&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown, Files Table size-related&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The FolderMap and FileMap still unknown. They are tables of uint32.&lt;br /&gt;
* The BlockMap is a map of the blocks in the filestore. An entry in the BlockMap is 2 uint32: {uint32 start_block; uint32 end_block; }. This is still being researched. (You can use [[3DSExplorer]] to see those maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Drawing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Sfsave_drawing.png]]&lt;br /&gt;
&lt;br /&gt;
=== 初始化 ===&lt;br /&gt;
&lt;br /&gt;
当一个存储FLASH包含所有xFFFF块，它假定由游戏墨盒未初始化，初始化默认数据的地方，不提示用户的情况下。0xFFFFFFFF的块未初始化的数据。当创建一个非游戏卡的秘技和其他图像/文件，它的最初所有0xFFFFFFFF的，直到它的一些块格式化，加密数据覆盖。&lt;br /&gt;
When a save FLASH contains all xFFFF blocks it&#039;s assumed uninitialized by the game cartridges and it initializes default data in place, without prompting the user. The 0xFFFFFFFF blocks are uninitialized data. When creating a non-gamecard savegame and other images/files, it&#039;s initially all 0xFFFFFFFF until it&#039;s formatted where some of the blocks are overwritten with encrypted data.&lt;br /&gt;
&lt;br /&gt;
我得到了一个新的游戏 SplinterCell3D-Pal ，它的128KB存档除去开头的0x10 byte是‘Z’（大写），其余都为0xFF --[[User:Elisherer|Elisherer]] 22:41  2011年10月15日（CEST）&lt;br /&gt;
&lt;br /&gt;
=== 事实 ===&lt;br /&gt;
&lt;br /&gt;
如果你发现二进制文件的一些事实把它们分享到这里：&lt;br /&gt;
&lt;br /&gt;
* 从一个存档到这个游戏在这个分区的另一个游戏备份，后者全部image的头部变为随机位置.. --[[User:Elisherer|Elisherer]] 22:41 2011年10月15日（CEST）&lt;br /&gt;
从一个“随机”位置在分区和整个图像头的最后一个文件，保存到另一个游戏备份.. &lt;br /&gt;
=== 工具 ===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/3dshax/3ds/tree/master/3dsfuse 3dsfuse] 支持读写游戏存档。在mount的FUSE文件系统中，/output.sav是raw FLASH save-image。When the save was modified, a separate tool to update the MAC must be used with /clean.sav, prior to writing output.sav to a gamecard.&lt;br /&gt;
* [[3DSExplorer]] supports reading of savegames, it doesn&#039;t support reading the new encrypted savegames and maybe in the future it will support modifying (some of the modyfing code is already implemented).&lt;br /&gt;
[[セーブデータ|Japanese]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=N3DS%E6%BC%8F%E6%B4%9E&amp;diff=5997</id>
		<title>N3DS漏洞</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=N3DS%E6%BC%8F%E6%B4%9E&amp;diff=5997"/>
		<updated>2013-05-26T11:18:51Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;漏洞可以用于在N3DS上用来运行非官方代码（homebrew 自制程序）。本页面记录已经发现的3DS模式下的漏洞，译自[[3DS_exploits]]。&lt;br /&gt;
&lt;br /&gt;
==N3DS漏洞列表==&lt;br /&gt;
&lt;br /&gt;
==失败的尝试==&lt;br /&gt;
这里是之前发现的漏洞以及它们的具体信息。&lt;br /&gt;
&lt;br /&gt;
* Pushmo（3DSWare软件） QR码：关卡名称很可能限制在16个字符长。名字过长不能造成游戏崩溃。唯一可能由溢出而触发的崩溃，是应用程序尝试从位于NULL的缓冲区加载一个指针。&lt;br /&gt;
* Pyramids（3DSWare软件) QR码：没有字符串，LZ10的压缩算法也不能用于运行程序。仅在超出外部极限值的情况下崩溃（类似于背景数据），同样不能用于运行程序。&lt;br /&gt;
* 3DS网络浏览器：在输入2^32长度字符串后崩溃，漏洞定位到了 [http://git.chromium.org/gitweb/?p=external/Webkit.git;a=commitdiff;h=ec471f16fbd1f879cb631f9b022fd16acd75f4d4 这里], concat-large-strings-crash2.html 触发崩溃，这和2^32触发崩溃一样。 多数时候这个漏洞造成内存分页权限错误，因为webkit厂商复制字符串数据到只读内存的缓冲区。区别只在前者企图复制原字符串长（比如一个text字符为“x”，4个就是“xxxx”），而后者尝试复杂超过12MB的数据。在一些少见的情况里，崩溃的是复制字符串的线程，但是这没用，因为它是一个少见的情况。&lt;br /&gt;
&lt;br /&gt;
==正在进行的努力==&lt;br /&gt;
目前有很多人在尝试寻找漏洞并对3DS内部的文件进行文档整理。以下是一些可能会让自制程序成功运行的一些尝试：&lt;br /&gt;
&lt;br /&gt;
* Neimod已经研究了很长时间如何dump出RAM的数据，他拆解了N3DS的原配RAM芯片，然后把它重新焊在一块PCB板上，焊回3DS进行dump测试。最近的照片表示进程很顺利，可以成功启动3DS了。Neimod的成果相关图片可以在这里查看[http://www.flickr.com/photos/neimod/his Flickr stream|他的Flickr账户].&lt;br /&gt;
&lt;br /&gt;
==技巧和信息==&lt;br /&gt;
3DS使用的ARM处理器XN功能的唯一一个应用程序，头部有必要的权限可以设置为可执行的内存。这意味着一个可用的缓冲区溢出漏洞，虽然是有用的， it would not go the entire way towards allowing code to be run in an easy/practical fashion (ie an actual homebrew launcher) - for that, an exploit in the system is required. A buffer overflow exploit does, however, provide enough wriggle room through the use of return-oriented programming to potentially trigger a system exploit.&lt;br /&gt;
&lt;br /&gt;
游戏机的console-unique [[Nand/private/movable.sed|movable.sed]] dump后，SD 卡 [[extdata]] 和 SD [[游戏存档]] 可以用于攻击。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=N3DS%E6%BC%8F%E6%B4%9E&amp;diff=5996</id>
		<title>N3DS漏洞</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=N3DS%E6%BC%8F%E6%B4%9E&amp;diff=5996"/>
		<updated>2013-05-26T11:16:44Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;漏洞可以用于在N3DS上用来运行非官方代码（homebrew 自制程序）。本页面记录已经发现的3DS模式下的漏洞，译自[[3DS_exploits]]。&lt;br /&gt;
&lt;br /&gt;
==N3DS漏洞列表==&lt;br /&gt;
&lt;br /&gt;
==失败的尝试==&lt;br /&gt;
这里是之前发现的漏洞以及它们的具体信息。&lt;br /&gt;
&lt;br /&gt;
* Pushmo（3DSWare软件） QR码：关卡名称很可能限制在16个字符长。名字过长不能造成游戏崩溃。唯一可能由溢出而触发的崩溃，是应用程序尝试从位于NULL的缓冲区加载一个指针。&lt;br /&gt;
* Pyramids（3DSWare软件) QR码：没有字符串，LZ10的压缩算法也不能用于运行程序。仅在超出外部极限值的情况下崩溃（类似于背景数据），同样不能用于运行程序。&lt;br /&gt;
* 3DS网络浏览器。在输入2^32长度字符串后崩溃，目前仍不了解漏洞表现。目前不清楚是否是人为因素造成的（Webkit浏览器内核的代码可能造成假崩溃）但是无论如何这个漏洞是不能用于运行程序的。&lt;br /&gt;
&lt;br /&gt;
漏洞定位到了 [http://git.chromium.org/gitweb/?p=external/Webkit.git;a=commitdiff;h=ec471f16fbd1f879cb631f9b022fd16acd75f4d4 这里], concat-large-strings-crash2.html 触发崩溃，这和2^32触发崩溃一样。 多数时候这个漏洞造成内存分页权限错误，因为webkit厂商复制字符串数据到只读内存的缓冲区。区别只在前者企图复制原字符串长（比如一个text字符为“x”，4个就是“xxxx”），而后者尝试复杂超过12MB的数据。在一些少见的情况里，崩溃的是复制字符串的线程，但是这没用，因为它是一个少见的情况。&lt;br /&gt;
&lt;br /&gt;
==正在进行的努力==&lt;br /&gt;
目前有很多人在尝试寻找漏洞并对3DS内部的文件进行文档整理。以下是一些可能会让自制程序成功运行的一些尝试：&lt;br /&gt;
&lt;br /&gt;
* Neimod已经研究了很长时间如何dump出RAM的数据，他拆解了N3DS的原配RAM芯片，然后把它重新焊在一块PCB板上，焊回3DS进行dump测试。最近的照片表示进程很顺利，可以成功启动3DS了。Neimod的成果相关图片可以在这里查看[http://www.flickr.com/photos/neimod/his Flickr stream|他的Flickr账户].&lt;br /&gt;
&lt;br /&gt;
==技巧和信息==&lt;br /&gt;
3DS使用的ARM处理器XN功能的唯一一个应用程序，头部有必要的权限可以设置为可执行的内存。这意味着一个可用的缓冲区溢出漏洞，虽然是有用的， it would not go the entire way towards allowing code to be run in an easy/practical fashion (ie an actual homebrew launcher) - for that, an exploit in the system is required. A buffer overflow exploit does, however, provide enough wriggle room through the use of return-oriented programming to potentially trigger a system exploit.&lt;br /&gt;
&lt;br /&gt;
游戏机的console-unique [[Nand/private/movable.sed|movable.sed]] dumpe后，SD 卡 [[extdata]] 和 SD [[游戏存档]] 可以用于攻击。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E5%8D%95%E5%8D%A1%E8%81%94%E6%9C%BA&amp;diff=5992</id>
		<title>单卡联机</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E5%8D%95%E5%8D%A1%E8%81%94%E6%9C%BA&amp;diff=5992"/>
		<updated>2013-05-26T10:35:00Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;译自[[Download_Play]]&lt;br /&gt;
&lt;br /&gt;
3DS dlplay有两个dlplay模式：3DS​​和DS。DS dlplay是只是普通的dsmode dlplay，使用了和从前同的接口和协议。 与DS游戏卡相同，进入dsmode dlplay应用时按住start +select，3DS会禁用拉伸屏幕。&lt;br /&gt;
&lt;br /&gt;
== Download Play 协议 ==&lt;br /&gt;
&lt;br /&gt;
3DS的Download Play 协议与 DS Wireless Multiboot (WMB) 协议完全不同。DS WMB协议用于无线以纯文本形式发送程序代码，而3DS的 download play协议使用WPA2加密的128位AES CTR广播应用程序。&lt;br /&gt;
&lt;br /&gt;
广播的信标(beacons)有 以0.102400 / s的速度广播的静态的任天堂标签数据 和 WPA2广播的数据帧，他们的大小不尽相同。&lt;br /&gt;
客户端向主机请求身份验证，主机发送连接响应，响应包含了一个随机的ASCII十六进制SSID (如“E​​B6FAB77”)。 之后使用WPA2加密的数据帧进行系统的通讯和传输的二进制文件。&lt;br /&gt;
&lt;br /&gt;
这是从猴子球3D(vendor 001f32)导出的一个任天堂标签。数据中包含的vendor tag数据是加密的：&lt;br /&gt;
&lt;br /&gt;
 000: 18 05 9f ae 17 c8 a5 1d 0b 81 28 be 74 0f d4 af&lt;br /&gt;
 010: 97 30 04 60 fd 2d f3 d9 8d bc 22 80 51 60 3c 75&lt;br /&gt;
 020: d9 89 6d 16 c4 f3 aa 89 26 d4 14 25 67 75 8e 4b&lt;br /&gt;
 030: 3c 97 85 c9 83 15 d4 96 06 b1 29 b6 f5 51 57 71 &lt;br /&gt;
 040: cc b6 1f 4a c8 bd 4f c0 57 43 cb ab fa 37 74 b0&lt;br /&gt;
 050: 64 6b 87 69 a1 de a4 05 7c 7c 49 5d f5 21 25 83&lt;br /&gt;
 060: 4c f2 d0 70 38 14 7b 0f f4 97 f7 ff f3 ff 36 cd&lt;br /&gt;
 070: c2 e2 c0 78 98 d1 d5 4d 3d d4 9b 57 84 6c e2 4f&lt;br /&gt;
 080: 25 f2 56 c4 19 88 64 13 78 68 e2&lt;br /&gt;
&lt;br /&gt;
== WPA2密钥 ==&lt;br /&gt;
用于引导单卡联机的可执行通信有一个单独的WPA2密钥，它是由 [[NWM_Services|NWM]] 模块生成的一个随机的十六进制字符串。&lt;br /&gt;
&lt;br /&gt;
== 广播应用数据 ==&lt;br /&gt;
Download Play协议以[[CIA]] 格式广播3DS应用数据, 包含certificate chain, ticket, TMD各一,以及[[CXI|CXI format]]格式封装的应用本体。广播的归档数据临时存储在内部的NAND Flash直至其他游戏通过Download Play协议占用此空间。&lt;br /&gt;
&lt;br /&gt;
CXI 应用数据使用了128-bit AES CBC加密. ticket中有加密的titlekey , 和titleID补零构成的IV。为了得到解密的titlekey,ticket中存储的titlekey必须使用128位AES-CBC的3DS公钥解密，以及前面提到的IV。&lt;br /&gt;
&lt;br /&gt;
所以，事实上通过无线传输的3DS的应用程序，经过了3次加密：&lt;br /&gt;
* 第一次使用128位AES CTR加密的CXI格式的ExeFS&lt;br /&gt;
* 第二次使用128位AES CBC加密的归档数据&lt;br /&gt;
* 第三次使用128位AES的WPA2加密CTR。&lt;br /&gt;
&lt;br /&gt;
== 远程分布式系统更新 ==&lt;br /&gt;
&lt;br /&gt;
作为分布式系统的一部分，一台3DS扮演了本地Download Play服务器的角色，可以给作为客户端的机器发送固件更新。首先发送系统升级包，然后给客户端发送指令安装升级包并重启。 在比如远程连接时 (缓存临时信息)，如果在发现运行分布式子应用(比如多人游戏)必须进行系统更新，就像升级CTR卡的分区一样, 这不是一个“自动功能”，并没有在所有的Download Play titles中实现。&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%8D%A1%E5%B8%A6&amp;diff=5990</id>
		<title>游戏卡带</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%8D%A1%E5%B8%A6&amp;diff=5990"/>
		<updated>2013-05-26T10:18:25Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gamecard.jpg|thumb|right|一张N3DS游戏卡]] &lt;br /&gt;
[[File:GamecardPhy.jpg|thumb|right|印刷电路板特写]] &lt;br /&gt;
&lt;br /&gt;
译自[[Gamecards]]&lt;br /&gt;
== 物理接口 ==&lt;br /&gt;
3ds游戏卡带拥有与DS和DSi有一样的物理接口。他们的区别只有3DS游戏卡带的塑料壳右上角有一个防呆槽，它能阻止3DS卡带插入到旧的Nintendo DS或DSi主机中。&lt;br /&gt;
&lt;br /&gt;
即使去除防呆槽并把卡带插入DS或DSi主机中，系统也会拒绝检测卡带，并且不能显示标题图标。&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  引脚&lt;br /&gt;
!  名称&lt;br /&gt;
!  描述&lt;br /&gt;
|-&lt;br /&gt;
|  1&lt;br /&gt;
|  GND&lt;br /&gt;
|  接地。&lt;br /&gt;
|-&lt;br /&gt;
|  2&lt;br /&gt;
|  CLK&lt;br /&gt;
|  时钟信号。DS/DSi游戏卡带频率分别为6.7MHz和4.2MHz，3DS游戏卡带高达16.6MHz（用于SPI和ROM传输）。&lt;br /&gt;
|-&lt;br /&gt;
|  3&lt;br /&gt;
|  NC&lt;br /&gt;
|  未连接。可能用于编程卡(program card?翻译待查证)。&lt;br /&gt;
|-&lt;br /&gt;
|  4&lt;br /&gt;
|  RCS&lt;br /&gt;
|  ROM选择，低电平有效。送低电平开始传输ROM。&lt;br /&gt;
|-&lt;br /&gt;
|  5&lt;br /&gt;
|  RST&lt;br /&gt;
|  重置信号。低电平有效。 &lt;br /&gt;
|-&lt;br /&gt;
|  6&lt;br /&gt;
|  ECS&lt;br /&gt;
|  存游戏芯片（Savegame chip）选择，低电平有效。送低电平开始存游戏SPI传输（savegame SPI transfer）。&lt;br /&gt;
|-&lt;br /&gt;
|  7&lt;br /&gt;
|  IRQ&lt;br /&gt;
|  移除检测。&lt;br /&gt;
|-&lt;br /&gt;
|  8&lt;br /&gt;
|  VCC&lt;br /&gt;
|  提供3.3V电压。&lt;br /&gt;
|-&lt;br /&gt;
|  9&lt;br /&gt;
|  DAT0&lt;br /&gt;
|  双向数据总线。&lt;br /&gt;
|-&lt;br /&gt;
|  10&lt;br /&gt;
|  DAT1&lt;br /&gt;
|  双向数据总线。&lt;br /&gt;
|-&lt;br /&gt;
|  11&lt;br /&gt;
|  DAT2&lt;br /&gt;
|  双向数据总线。&lt;br /&gt;
|-&lt;br /&gt;
|  12&lt;br /&gt;
|  DAT3&lt;br /&gt;
|  双向数据总线。&lt;br /&gt;
|-&lt;br /&gt;
|  13&lt;br /&gt;
|  DAT4&lt;br /&gt;
|  双向数据总线 /存游戏芯片上的NC/SIO3引脚。&lt;br /&gt;
|-&lt;br /&gt;
|  14&lt;br /&gt;
|  DAT5&lt;br /&gt;
|  双向数据总线 /存游戏芯片上的WP#/SIO2引脚。&lt;br /&gt;
|-&lt;br /&gt;
|  15&lt;br /&gt;
|  DAT6&lt;br /&gt;
|  双向数据总线 /存游戏芯片上的SO/SIO1引脚。&lt;br /&gt;
|-&lt;br /&gt;
|  16&lt;br /&gt;
|  DAT7&lt;br /&gt;
|  双向数据总线 /存游戏芯片上的SI/SIO0引脚。&lt;br /&gt;
|-&lt;br /&gt;
|  17&lt;br /&gt;
|  GND&lt;br /&gt;
|  接地。&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPI闪存 ==&lt;br /&gt;
目前为止，只有存游戏闪存芯片(savegame FLASH chip)被识别了。这块芯片被识别为0xC22211。JEDEC制造ID为Macronix，此外芯片标签为25L1001，与 MX25L1021E相符。&lt;br /&gt;
数据表位于：http://www.macronix.com/QuickPlace/hq/PageLibrary4825740B00298A3B.nsf/$defaultview/3F21BAC2E121E17848257639003A3146/$File/MX25L1021E%2C%203V%2C%201Mb%2C%20v1.1.pdf?OpenElement &amp;lt;br&amp;gt;	&lt;br /&gt;
http://www.beilenet.com/download/MX25L1021E,%203V,%201Mb,%20v0.01.pdf(old version mirror) &amp;lt;br&amp;gt; 。不论如何，MX25L1021E不支持3DS用于与SPI闪存（SPI flash）交换数据的4位宽传输。因此，这可能是一块定制闪存芯片。&lt;br /&gt;
&lt;br /&gt;
== 格式 ==&lt;br /&gt;
Cartridge及系统更新存放在为此预留的区块内。&lt;br /&gt;
在ROM里，能找到小于1GB的CART_SIZE_MAX-( 0x280000*(CART_SIZE_MAX/CART_SIZE_128MB) )-0x2000000的更新区块。该区块为0x2000000字节。&lt;br /&gt;
&lt;br /&gt;
== 通信协议 ==&lt;br /&gt;
与DS和DSi游戏卡带相比，3DS系统与3DS游戏卡带的通信协议几乎完全改变了。&lt;br /&gt;
&lt;br /&gt;
在第6个传输以后，命令从8 byte变为16 byte。可能使用了新的加密手段，比如AES CTR。&lt;br /&gt;
发送16 byte命令之后，卡带准备好并发送一个单字节数据0x01之前，数据总线一直为0x00直到。接下来是实际数据。每0x200-byte 实际数据块之后，是4-byte该字节块的标准CRC32码（未加密）。&lt;br /&gt;
&lt;br /&gt;
下面是一个3DS主机给3DS游戏卡带的发送的命令样本:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  大小&lt;br /&gt;
!  命令&lt;br /&gt;
!  解码命令&lt;br /&gt;
!  描述&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;2000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;9F00000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Reset&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;71C93FE9BB0A3B18&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;9000000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Get gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;9000000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| Get gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A000000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| Unknown, response=00000000&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;3E00000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Enter 16-byte command mode.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0200&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;82000000000000000000000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Get header&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;F32C92D85C9D44DED3E0E41DBE7C90D9&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;8300000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt; &lt;br /&gt;
| Seed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;696B9D8582FB55D31B68CAFE70C74A95&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A200000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Get secured gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;BAA4812CA0AC9C5D19399530E3ACCCAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A300000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0000&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;178E427C22D87ADB86387249A97D321A&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;C500000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;E06019B1BD5C9130ED6A4D9F4A9E7193&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A200000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Get secured gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;4E0D224862523BBFE2E6255F80E15F37&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A200000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Get secured gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;4CDF93D319FB62D0DB632A45E3E8D84C&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A200000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Get secured gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;9AA5D80551002F955546D296A57F0FEF&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A200000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Get secured gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0004&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;C12BA81AEF30DDDBD93FAD5D544C6334&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;A200000000000000708DF1A731717D0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Get secured gamecard ID, response=9000FEC2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0200&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;62EC5FB7F420AE1DC6253AE18AFA5BB3&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;BF000000000000000000000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Read address 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;0200&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;E3FA23AA016BE0C93430D1F42FF41324&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;BF000000000040000000000000000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Read address 0x4000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
头部命令有一些无用的初始字节，最后返回一个0x200字节的头部。下面是乐高星球大战3( Lego Starwars 3)的样本:&lt;br /&gt;
&lt;br /&gt;
（The header command has some initial dummy bytes, and eventually responds with a 0x200 byte header. Here&#039;s an example for Lego Starwars 3:）&lt;br /&gt;
 0000000: 00 8c 03 00 00 00 04 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000010: b3 cf fb c6 6a b1 cb 20 32 af ce 35 d4 1c 74 c9  ....j.. 2..5..t.&lt;br /&gt;
 0000020: 8e 6b 27 2f 08 01 28 3b d4 30 de 44 37 f5 b0 46  .k&#039;/..(;.0.D7..F&lt;br /&gt;
 0000030: 91 59 d7 38 33 48 df 83 fd 71 84 2c 00 00 00 00  .Y.83H...q.,....&lt;br /&gt;
 0000040: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000050: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000060: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000070: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000080: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000090: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00000a0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00000b0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00000c0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00000d0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00000e0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00000f0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000100: 4e 43 43 48 7a 7f 0e 00 00 8c 03 00 00 00 04 00  NCCHz...........&lt;br /&gt;
 0000110: 36 34 02 00 00 00 00 00 00 8c 03 00 00 00 04 00  64..............&lt;br /&gt;
 0000120: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000130: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000140: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 0000150: 43 54 52 2d 50 2d 41 4c 47 50 00 00 00 00 00 00  CTR-P-ALGP......&lt;br /&gt;
 0000160: 0c 27 e3 c1 de 7b 2a e2 d3 11 4f 32 a4 ee bf 46  .&#039;...{*...O2...F&lt;br /&gt;
 0000170: 9a fd 0c f3 52 c1 1d 49 84 c2 a9 f1 d2 14 4c 63  ....R..I......Lc&lt;br /&gt;
 0000180: 00 04 00 00 00 00 00 00 00 00 00 00 01 03 00 00  ................&lt;br /&gt;
 0000190: 05 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00001a0: 06 00 00 00 1c 0a 00 00 01 00 00 00 00 00 00 00  ................&lt;br /&gt;
 00001b0: 22 0a 00 00 58 75 0e 00 01 00 00 00 00 00 00 00  &amp;quot;...Xu..........&lt;br /&gt;
 00001c0: 13 0c 04 26 15 f6 47 c4 c6 32 25 ea 9e 67 f8 a2  ...&amp;amp;..G..2%..g..&lt;br /&gt;
 00001d0: 7b 15 24 6b 88 fb c7 a9 27 25 7b 84 97 7b 78 7b  {.$k....&#039;%{..{x{&lt;br /&gt;
 00001e0: a6 5b ee 10 60 bb 6a 68 21 bb ce c6 00 03 5b 7e  .[..`.jh!.....[~&lt;br /&gt;
 00001f0: 64 fb 6e ac a7 f0 96 0c fb 1f 5a 37 08 77 28 f7  d.n.......Z7.w(.&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=3DS%E5%BC%80%E5%8F%91%E6%9C%BA%E8%BD%AF%E4%BB%B6&amp;diff=5913</id>
		<title>3DS开发机软件</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=3DS%E5%BC%80%E5%8F%91%E6%9C%BA%E8%BD%AF%E4%BB%B6&amp;diff=5913"/>
		<updated>2013-05-13T12:29:38Z</updated>

		<summary type="html">&lt;p&gt;T: /* Downloadplay Client - Downloadplay客户端 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页是对3DS开发机的可用软件与功能的说明。翻译自[[3DS_Development_Unit_Software]]&lt;br /&gt;
&lt;br /&gt;
以下说明除特别声明的部分，都来自SDK的37904版本。想看3DS开发机硬件信息，请访问这里[http://gbatemp.net/topic/327858-3ds-development-hardware/ Gbatemp上的开发机硬件信息（英文）]&lt;br /&gt;
[[File:CTR_HMN_DEV.png|300px|thumb|right|开发机软件和主界面菜单多麽整洁漂亮!点击查看高画质版。 - Xcution]]&lt;br /&gt;
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== Dev Menu - 开发机主菜单 == &lt;br /&gt;
[[File:Devmenuicon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Devmenscnsht.jpg|250px|thumb|right|开发机主菜单截图]]&lt;br /&gt;
[[File:Old_Dev_Menu.png|200px|thumb|left|旧版开发机主菜单截图]]&lt;br /&gt;
这个应用在上屏显示开发机菜单的固件和版本，在[[Flash Filesystem#TWL partition|TWL(DSi) NAND分区]]和[[SD Filesystem|SD卡]]有效时候显示剩余空间。它也显示了下屏导航窗口所选中磁盘/文件的信息。下屏显示的三个选项卡分别是：&lt;br /&gt;
&lt;br /&gt;
*Programs-可以从[[Flash Filesystem|NAND]]，[[SD Filesystem|SD card]]和slot 1 卡槽(仅仅对一部分应用程序有效，请看下方的 Dev Menu版本和对应范围的应用程序)读取应用程序。程序会依照&amp;quot;专有ID&#039; &#039;[[Serials#Product Code|产品号码]]&#039;&amp;quot;的格式显示。安装过的Title可以从menu中移除。&lt;br /&gt;
&lt;br /&gt;
*Import-此选项卡中,可以安装SD卡中编译为.[[CIA]]文件的title (在新版中为&amp;quot;SDMC&amp;quot;)。&lt;br /&gt;
&lt;br /&gt;
*HIO- 这是新版Dev Menu增加的选项卡。会输出&#039;Not found DEVMENU_ROOT&#039;. This &#039;DEVMENU_ROOT&#039; is not supposed to be on the 3DS&#039; SDMC. (可能需要从CTR调试器的SDMC卡槽，或者NAND加载某个目录？)&lt;br /&gt;
&lt;br /&gt;
*ExtData-用这个选项卡可以删除包括3DS的所有[[Extdata|ExtData]]。&lt;br /&gt;
&lt;br /&gt;
(注意所有的零售版3DS游戏都不会被3DS开发机识别，Dev Menu会在&#039;Programs&#039;中显示&amp;quot;Unknown Card&amp;quot;，并且不会在上屏提供其他信息。)&lt;br /&gt;
&lt;br /&gt;
(另外注意，如果一个3DS可执行文件，由于运行受到flag限制[比如内存限制,限制]而不能在Dev Menu启动的话，产品ID会用黑底红字显示出来。)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Dev Menu版本&lt;br /&gt;
!  可用的Title类型&lt;br /&gt;
|-&lt;br /&gt;
|  ?- 32640 - 33437&lt;br /&gt;
|  0000(仅支持NAND),0010,8004,8005,8011&lt;br /&gt;
|- &lt;br /&gt;
|  35887&lt;br /&gt;
|  0000(仅支持NAND),8004&lt;br /&gt;
|-&lt;br /&gt;
|  37785 - 40909 -?&lt;br /&gt;
|  0000(NAND和SDMC),8004&lt;br /&gt;
|-&lt;br /&gt;
|  ?- 47586 -?&lt;br /&gt;
|  0000(NAND和SDMC),0002, 8004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Config - 设置 == &lt;br /&gt;
[[File:Configicon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:3DS_dev_configmenu.JPG|250px|thumb|right|设置菜单截图]]&lt;br /&gt;
该应用程序是一个3DS设置菜单，具有以下选项：&lt;br /&gt;
&lt;br /&gt;
*Reset Settings - 恢复所有设置到默认。&lt;br /&gt;
&lt;br /&gt;
*Hid Setting - (HID = human interface device，人体学界面设备)校准十字键和摇杆。&lt;br /&gt;
&lt;br /&gt;
*Rtc Setting - (RTC = real time clock，实际时间时钟)设定系统时间。&lt;br /&gt;
&lt;br /&gt;
*Lcd Setting - 有和Home Menu一样的显示设置，以及闪烁设置(似乎是指屏幕频率刷新造成的闪烁)。&lt;br /&gt;
&lt;br /&gt;
*User Info Setting - 允许更改用户名，以及设置&amp;quot;NG NAME FLAG&amp;quot;标志的真假。&lt;br /&gt;
&lt;br /&gt;
:在最近版本的设置中，&amp;quot;User Info Setting&amp;quot;还有：&lt;br /&gt;
::*CountryId - 在安装的国家中更改3DS的所在国家。(和下方的那个一样都是说3DS用户地理位置)&lt;br /&gt;
::*RegionId - 在选定的国家中更改所在地区。&lt;br /&gt;
&lt;br /&gt;
*Other Setting(打开到其他选项的分支) - &lt;br /&gt;
:*Sound Mode - 设定声音模式，mono/stereo/surround(单声道/立体声/环绕声)&lt;br /&gt;
&lt;br /&gt;
:*System Mode - 更改内存限制。&lt;br /&gt;
::*Prod - 64MB内存模式([[Home Menu]]只能在此模式下运行，&#039;&#039;绝大部分&#039;&#039;的零售机设备都不能从此模式换到别的模式。)&lt;br /&gt;
::*Dev1 - 96MB内存模式&lt;br /&gt;
::*Dev2 - 80MB内存模式&lt;br /&gt;
::*Dev3 - 72MB内存模式&lt;br /&gt;
::*Dev4 - 32MB内存模式&lt;br /&gt;
::所有的CTR调试器/原型机都可以更改内存限制。对于开发者测试机，更改内存限制的能力，似乎和购买测试机时候的某个选项有所关联。(就好像在从Nintendo购买IS_Nitro时候，有一个选项是否购买IS_Nitro的无线/USG选项。)&lt;br /&gt;
::某些测试机可以在Prod之外的模式下运行[[Home Menu]]，不过有些带有内存限制的应用程序(比如浏览器)不能在Prod之外的Home Menu下启动。&lt;br /&gt;
&lt;br /&gt;
:*Exception handler - (enable/disable - 是/否)选择是否开启非调试环境下应用程序的异常处理功能。&lt;br /&gt;
&lt;br /&gt;
:*Break Stop - (enable/disable - 是/否)选择是否在非调试环境下遇到断点便停止程序。当应用程序未被要求停止时会在断点处退出。&lt;br /&gt;
&lt;br /&gt;
:*Menu - (Home Menu/Test Menu - 主菜单界面/测试界面)该功能通过修改开发机的菜单TID中[[Config Info Blocks|configuration]]字段，允许用户从[[Home Menu]]和[[3DS Development Unit GUI#Test Menu|Test Menu]]之间选择，之后菜单会被[[NS]]模块加载。&lt;br /&gt;
&lt;br /&gt;
:*Language - 和[[System Settings]]中的语言选项基本相同，不过还可以选择&amp;quot;无效&amp;quot;。&lt;br /&gt;
&lt;br /&gt;
:*Dlp Force Child Import - (enable/disable - 是/否)一般情况下，3DS会在NAND上缓存&amp;quot;Download Play (Dlp)&amp;quot;应用程序，只有在请求版本高于本地缓存时候才重新下载并覆盖到NAND。开启这个选项，会强制3DS下载并覆盖到NAND，而不管当前版本。当然这是为测试提供的。&lt;br /&gt;
&lt;br /&gt;
:*Debug Mode - (enable/disable - 是/否)勾选调试模式？&lt;br /&gt;
&lt;br /&gt;
:在最近版本的设置中，&amp;quot;Other Setting&amp;quot;还有：&lt;br /&gt;
::*FS Latency Emulation - 文件系统延迟，单位毫秒(0ms-2550ms)。选择时候每次增加10ms(如0ms-&amp;gt;10ms-&amp;gt;20ms...)。&lt;br /&gt;
::*Coppacs Setting - 未知(总显示&#039;not restricted&#039;)&lt;br /&gt;
&lt;br /&gt;
*Test Setting - 测试并校准十字键和摇杆。&lt;br /&gt;
       &lt;br /&gt;
*Eula Setting - 允许用户更改&amp;quot;Agree Version&amp;quot;也就是&amp;quot;ff.ff&amp;quot;。两个字段可以互换组合，值从aa到99(默认的00.00不支持Eula).&lt;br /&gt;
       &lt;br /&gt;
*Stereo Camera Cal for Check - 相机测试(?)，可以选择&amp;quot;write strange data(excess Z-rot) - 书写特殊数据(?)&amp;quot;和&amp;quot;reset to factory default - 恢复到出厂设置&amp;quot;。&lt;br /&gt;
       &lt;br /&gt;
*Gyro / Accel Cal for Check - 允许校准陀螺仪和加速计步器。&lt;br /&gt;
       &lt;br /&gt;
*Ctr Info Setting - 可以更改SD卡上ctrsetting.txt文件里的设置。&lt;br /&gt;
&lt;br /&gt;
== Downloadplay Client - 单卡联机客户端 ==&lt;br /&gt;
[[File:Dlpcliscnsht.jpg|250px|thumb|right|下载游戏客户端截图]]&lt;br /&gt;
[[File:Dlpcliicon.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3DS开发机也有和零售版3DS[[单卡联机]]看上去一致的[[单卡联机]]应用程序，并且单卡联机客户端可以当做普通[[单卡联机]]（即Downloadplay）应用程序的替代品安装，但是3DS开发机和零售版3DS不能相互接收游戏。这个开发机应用程序可以看做加有以下限制的单卡联机。&lt;br /&gt;
&lt;br /&gt;
* 只能下载3DS的Downloadplay Title&lt;br /&gt;
&lt;br /&gt;
* 没有普通Downloadplay的图形界面(请看截图)&lt;br /&gt;
&lt;br /&gt;
* 可以选择至多16个Downloadplay服务端&lt;br /&gt;
&lt;br /&gt;
这个应用程序显然用于简单地测试Downloadplay客户端子应用，没有像普通Downloadplay恼人的 re-navigating 接口。&lt;br /&gt;
&lt;br /&gt;
== Network Settings - 网络设置 ==&lt;br /&gt;
[[File:Netsetscnsht.jpg|250px|thumb|right|网络设置截图]]&lt;br /&gt;
[[File:Netseticon.png]]&lt;br /&gt;
&lt;br /&gt;
该开发机应用程序允许用户直接修改三个可能的网络设置&amp;quot;插槽&amp;quot;的以下内容。&lt;br /&gt;
&lt;br /&gt;
*Security Mode :(无线网络所使用的加密) OPEN/WEP 40bit/WEP 104bit/128bit/WPA TKIP/WPA2 TKIP/WPA AES/WPA2 AES&lt;br /&gt;
&lt;br /&gt;
*SSID :(网络名称) 最多32个字符&lt;br /&gt;
&lt;br /&gt;
*KEY :(加密所使用的明文) 最大许可长度和加密类型有关。&lt;br /&gt;
&lt;br /&gt;
*AutoDNS :(3DS是否自动获取DNS) |True - 3DS会去自动获得|False - 3DS使用用户提供的DNS(这里也可以修改)|&lt;br /&gt;
&lt;br /&gt;
在设置的最下方有两个选择：&lt;br /&gt;
&lt;br /&gt;
*Write Setting &amp;amp; Connect Test To AP - 应用上方的选项设置，并执行一次网络连接测试(注意在原本系统设置中为修改的网络连接的设置，没有在上方出现的设定视为无效，比如说代理服务器设置)&lt;br /&gt;
&lt;br /&gt;
*Remove Setting - 移除这个&amp;quot;插槽&amp;quot;的所有设定&lt;br /&gt;
&lt;br /&gt;
== SaveDataFiler - 存档数据文件管理 ==&lt;br /&gt;
[[File:Saveflscnsht.jpg|250px|thumb|right|SaveDataFiler Screenshots]]&lt;br /&gt;
[[File:Saveflicon.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
这个3DS开发机应用程序允许用户将存档文件或者extdata从SD卡导入导出。窗体有三个界面：&lt;br /&gt;
&lt;br /&gt;
*User - 这里可以将3DS应用程序和3DS游戏卡带(不是DS游戏卡带)的存档导出到SD卡。存档不能从这里删除。&lt;br /&gt;
&lt;br /&gt;
*ExtData - 这里可以将应用程序的ExtData删除，或者导出到SD卡以便之后使用。&lt;br /&gt;
&lt;br /&gt;
*SD - 这里可以将SD卡上ExtData或者应用程序的存档导入到3DS或者3DS游戏卡带中。另外也可以从SD卡删除Extdata或应用程序存档。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
用户的存档会导出到sdmc:/filer/UserSaveData/YYYYMMDD(时分秒)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
它会在那个路径建立一个文件夹和三个文件。导出到上方路径的两个文件是&amp;lt;uniqueID&amp;gt;.dat和&amp;lt;uniqueID&amp;gt;_.dat，另有一个名为/&amp;lt;uniqueID&amp;gt;/的目录，内有&amp;lt;ExHeader Name&amp;gt;.dat文件。&lt;br /&gt;
&lt;br /&gt;
== CTR MenuSelector - CTR菜单选择器 ==&lt;br /&gt;
[[File:MenuSelector.png|120px|thumb|right|菜单选择器截图]]&lt;br /&gt;
[[File:Menuselectoricon.jpg]]&lt;br /&gt;
&lt;br /&gt;
这个应用程序，可以利用更改菜单线程控制符(TID)的[[Config_Savegame|设置]]区域更改当前的&#039;活动中菜单&#039;(正在使用的那个)，允许用户从[[Home Menu|主菜单]]和[[3DS Development Unit GUI#Test Menu|测试菜单]]选择，之后用[[NS]]模块加载菜单。这个应用程序是[[3DS Development Unit Software#Config|设置菜单]]作为&amp;quot;菜单&amp;quot;选择功能引入的，之后从中分离为一般的应用程序。&lt;br /&gt;
&lt;br /&gt;
== CecLotcheckTool - CEC内容检查工具 ==&lt;br /&gt;
[[File:Ceclotscnsht.jpg|250px|thumb|right|CecLotcheckTool Screenshot]]&lt;br /&gt;
[[File:Cecloticon.png]]&lt;br /&gt;
&lt;br /&gt;
这个应用程序可以为最多12个3DS应用程序管理CECs(随机遭遇通讯，也就是StreetPass)。应用程序有12个可能的插槽，可以存入&amp;quot;盒子(BOXes)&amp;quot;。盒子是为允许用户使用CECs的应用程序单独提供的，比如StreetPass Mii Plaza或者Nintendo 3DS Sound。因而，这个应用程序的盒子，和&#039;系统设置&#039;中的&#039;StreetPass管理&#039;是对应的(StreetPass管理可以在零售版3DS上使用)。该应用程序的功能有：&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;Y&amp;gt; BOX Options - 会打开一个子目录有以下选项(当悬停在Nintendo 3DS Sound的盒子，也就是我当前唯一可以测试应用程序的位置)：&lt;br /&gt;
&lt;br /&gt;
*Box Info - 给出发件箱参数 [[File:Boxinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Message Info (OUT-BOX) - 给出当前盒子的消息参数 [[File:Mesinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dummy Message Settings - 还真不太清楚这个选项干什么(空信息设置？) [[File:Dummesinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;A&amp;gt; Create Dummy BOXes - 建立空盒子，用于填充没使用的插槽，但是不会覆盖当前的任何盒子。&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;X&amp;gt; Delete BOXes - 从插槽中删除所有的盒子。&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;START&amp;gt; CEC Filter Reset - 我只能猜到这个估计是用于清除启用CEC的应用程序的数据的。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BossLotCheckTool - BOSS内容检查器 ==&lt;br /&gt;
[[File:Bosslcscnsht.png|100px|thumb|right|BOSS内容检查器截图]]&lt;br /&gt;
[[File:Bosslcicon.png]]&lt;br /&gt;
&lt;br /&gt;
该应用程序适用于管理使用了BOSS交流功能的3DS Titles的BOSS(SpotPass)任务和数据，比如&#039;Pokedex&#039;应用程序就有用到BOSS交流功能。该应用程序也会显示3DS的朋友码(FC)，而这个FC并不会和3DS本身在&#039;朋友列表&#039;的FC相混淆。用户可以用特有ID查看3DS中登记使用BOSS功能的(除过系统部分的)Title。对每一个Title你都可以查看和BOSS下载协作的下载过的&#039;NsData&#039;信息。，查看BOSS任务列表(这意味着应用程序可以进行多个BOSS项目)。你可以查看关于每一个BOSS任务的信息，包括：&lt;br /&gt;
&lt;br /&gt;
*TaskStatus : 任务完成了么?&lt;br /&gt;
*TaskExecCount : 这个BOSS任务执行了多少次&lt;br /&gt;
*TaskExecInterval : 在内部这个任务执行需要多少时间(单位秒)&lt;br /&gt;
*TaskPriority : 是一个用于形容优先级的数值&lt;br /&gt;
*URL : BOSS内容的URL&lt;br /&gt;
*AP Info : 什么都不是么？&lt;br /&gt;
*TaskResultCode : 任务成功了么？&lt;br /&gt;
*HTTP_StatusCode : HTTP的状态码&lt;br /&gt;
*DataSize : 内容长度(单位字节)&lt;br /&gt;
*Last_Modified : 最后一次(在服务器端)BOSS内容修改的时间&lt;br /&gt;
*StartTime : BOSS任务的登记时间&lt;br /&gt;
*OptOut : 用户是否可以选择退出该任务的BOSS交流&lt;br /&gt;
&lt;br /&gt;
这里同样允许手动执行BOSS任务。&lt;br /&gt;
&lt;br /&gt;
== Stereo Camera Calibrator - 立体相机校准器 ==&lt;br /&gt;
[[File:Stecamscnsht.png|100px|thumb|right|立体相机校准器截图]]&lt;br /&gt;
[[File:Stecamicon.png]]&lt;br /&gt;
&lt;br /&gt;
所谓立体相机校准器(SCC)，简单来说，允许用户调整外部两个摄像头之间的关系。可以用3DS距离特殊物件一段距离的方法自动设置，也可以手动设置每个相机图片的旋转角度和右眼相机的大小。3D效果可以通过重叠半透明的右眼相机图像和左眼相机图像来观察，或者也可以直接利用3DS的视差屏障来观察3D图像。&lt;br /&gt;
&lt;br /&gt;
== Model Viewer - 模型查看器 ==&lt;br /&gt;
[[File:ModelViewer.png|100px|thumb|right|3DS模型查看器截图]]&lt;br /&gt;
[[File:ModelViewericon.png]]&lt;br /&gt;
&lt;br /&gt;
如名字所示，这个应用程序允许用户查看模型。它需要和CTR调试器配合使用，以便于可以将到模型输入程序内存。不过程序可以在测试机上运行，而模型限定为三条彩色线描述三个维度(x,y,z)。模型也可以旋转或放缩，查看方式分别可以用摇杆和十字键。当然了这个应用程序利用了3D机能。&lt;br /&gt;
&lt;br /&gt;
== Friend Testing Partner - Friend 调试器 ==&lt;br /&gt;
[[File:Ftestpscnsht.png|250px|thumb|right|Friend调试器截图]]&lt;br /&gt;
[[File:Ftestpicon.png]]&lt;br /&gt;
&lt;br /&gt;
Friend Testing Partner 应用用于测试/监听3DS的Friend List功能.它允许用户通过以下选项测试3DS的 out-going Friend Card的一系列功能:&lt;br /&gt;
*Master Control - (RUN/STOP) (默认STOP)当 3DS Friend Card设置为 ‘STOP’ 时使用用户的 settings/data.设置为 ‘RUN’时3DS Friend Card 使用虚拟的settings/data测试以下设置.&lt;br /&gt;
&lt;br /&gt;
*Login/Logout - (ON/OFF) (默认ON) 在 Friend Card 中的作用未知.&lt;br /&gt;
&lt;br /&gt;
*Playing Title - (ON/OFF) (默认ON)  ‘ON’ 状态时忽略当前使用的title,使用虚拟应用作为 ‘Playing Title’ ,约每10秒循环一次. 在固件版本1.0.0-0 的零售版 3DS的 ‘Nintendo Zone viewer’ 应用中发现了这个虚拟应用程序.‘OFF’状态时使用(Friend Testing Partner)当前使用的title作为 ‘Playing Title’&lt;br /&gt;
&lt;br /&gt;
*Mode Description - (ON/OFF) (默认ON) ‘ON’状态时从用户3DS的(Playing Title) 可以看到日期和时间.  Mode Description十秒左右刷新一次.  ‘OFF’状态用户的日期和时间就不会显示出来了.&lt;br /&gt;
&lt;br /&gt;
*Message - (ON/OFF) (默认ON)  ‘ON’状态时, 用户发出的消息会被当前日期时间替代(如果返回用户的选择为‘OFF’就不替代了) ,时间格式为 “YYYYMMDD HHMMSS”,十秒左右刷新一次.&lt;br /&gt;
&lt;br /&gt;
*Mii - (ON/OFF) (默认ON) &#039;ON&#039;使用4个虚拟Mii中的一个作为Mii与一个新的Mii十秒左右通信一次.这个效果可以使用不是host的3DS观察到.&lt;br /&gt;
&lt;br /&gt;
*Favorite Title (ON/OFF) (默认ON)&#039;ON&#039;状态时,用户的favorite title会被虚拟的title替代,十秒左右更换一次,应用允许用户监听其他3DS是否在线,以及3DS基友是否在线.每次虚拟设置被刷新，屏幕上都会留下时间记录.&lt;br /&gt;
&lt;br /&gt;
== Game Coin Setter* - 游戏金币设置器* ==&lt;br /&gt;
[[File:Coinstscnsht.png|100px|thumb|right|游戏金币设置器截图]]&lt;br /&gt;
[[File:Coinsticon.png]]  &lt;br /&gt;
&lt;br /&gt;
这个程序用于设置3DS游戏金币的数值。显然这是为了开发者能测试自己游戏中，玩家用获得的游戏金币换取游戏内内容或类似东西的部分。它用一个非常简单的界面显示了当前金币数量，调整选项，目标金币数量。下面是操作说明：&lt;br /&gt;
&lt;br /&gt;
*LEFT/RIGHT - 十字键只能修改&#039;目标金币数量&#039;（0~300）。&lt;br /&gt;
&lt;br /&gt;
*A - 把用户修改的‘目标金币数量’设置为&#039;当前金币数量&#039;。&lt;br /&gt;
&lt;br /&gt;
*L+R+X - &amp;quot;今天不再增加&amp;quot;(&amp;quot;Preclude today&#039;s Increment&amp;quot;)不知道这到底怎么影响到游戏金币数量的。&lt;br /&gt;
&lt;br /&gt;
== TWL开发工具 ==&lt;br /&gt;
&lt;br /&gt;
以下是用于DSi/DS模式的开发工具，能把应用打包为可安装到TWL NAND的[[CIA]]文件。&lt;br /&gt;
&lt;br /&gt;
=== NINTENDO DS - WMtest - NDS无线测试 ===&lt;br /&gt;
[[File:Wmtestscnsht.jpg|300px|thumb|right|WMtest截图]]&lt;br /&gt;
[[File:Wmtesttool.png‎]]&lt;br /&gt;
&lt;br /&gt;
该应用是为3DS使用而编译的TWL(DSi)应用。它是一个无线测试工具，功能如下：&lt;br /&gt;
&lt;br /&gt;
*Scan Test - 搜索无线频道1-13(也可以专门搜索一个频道)，寻找多播点。它可以探测到两种类型的多播点：&lt;br /&gt;
&lt;br /&gt;
Wifi热点 - 输入Mac地址，频道，&#039;c&#039;和SSID&lt;br /&gt;
&lt;br /&gt;
DS Stations - ( 比如DS Download station和Pokemon distributor)输入Mac地址，频道，TGID和GGID&lt;br /&gt;
&lt;br /&gt;
*ScanEx Test - 同时具备两种扫描类型。被动型让你选择单独扫描频道1-13中的一个 DS distribution(1,7,13这三个)。主动型会同时扫描所有的13个频道。找到一个频道后，下屏的&#039;Found&#039;旁边会显示&#039;bssDescCount=&#039;&lt;br /&gt;
&lt;br /&gt;
*MeasureChannel Test - 不是很清楚做什么的，但是输入一个频道后，程序会从从10ms到1000ms的范围内选择一个时间长度，使用这个值测试后，输出一个百分比。&lt;br /&gt;
&lt;br /&gt;
*Noise Mode - 甄别出有干扰的频道(这个应用描述的并不很清楚)。你可以指定：&lt;br /&gt;
&lt;br /&gt;
筛选出有干扰的频道&lt;br /&gt;
&lt;br /&gt;
噪音程度，从0%到100%&lt;br /&gt;
&lt;br /&gt;
噪声频率，从10ms到50ms&lt;br /&gt;
&lt;br /&gt;
筛选模式，1000ms到1500ms&lt;br /&gt;
&lt;br /&gt;
选择好设置后，上屏幕会显示两个噪声计数器，分别为&#039;Noise ON count&#039;和&#039;Noise OFF count&#039;。在噪声为0%的时候&#039;Noise ON count&#039;几乎不变，而噪声接近100%时计数器数值会飙升。对于&#039;Noise OFF count&#039;，和&#039;Noise ON count&#039;的计数情况正好相反。(大概就是指数函数的样子)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 这里使用了另外的图标换掉了应用原本的图标，以免和其他应用程序混淆。原来的图标可以在历史页面查看。&lt;br /&gt;
[[Category:3DS Development Unit Related Pages]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=3DS%E5%BC%80%E5%8F%91%E6%9C%BA%E8%BD%AF%E4%BB%B6&amp;diff=5912</id>
		<title>3DS开发机软件</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=3DS%E5%BC%80%E5%8F%91%E6%9C%BA%E8%BD%AF%E4%BB%B6&amp;diff=5912"/>
		<updated>2013-05-13T12:10:11Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
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&lt;div&gt;本页是对3DS开发机的可用软件与功能的说明。翻译自[[3DS_Development_Unit_Software]]&lt;br /&gt;
&lt;br /&gt;
以下说明除特别声明的部分，都来自SDK的37904版本。想看3DS开发机硬件信息，请访问这里[http://gbatemp.net/topic/327858-3ds-development-hardware/ Gbatemp上的开发机硬件信息（英文）]&lt;br /&gt;
[[File:CTR_HMN_DEV.png|300px|thumb|right|开发机软件和主界面菜单多麽整洁漂亮!点击查看高画质版。 - Xcution]]&lt;br /&gt;
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== Dev Menu - 开发机主菜单 == &lt;br /&gt;
[[File:Devmenuicon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Devmenscnsht.jpg|250px|thumb|right|开发机主菜单截图]]&lt;br /&gt;
[[File:Old_Dev_Menu.png|200px|thumb|left|旧版开发机主菜单截图]]&lt;br /&gt;
这个应用在上屏显示开发机菜单的固件和版本，在[[Flash Filesystem#TWL partition|TWL(DSi) NAND分区]]和[[SD Filesystem|SD卡]]有效时候显示剩余空间。它也显示了下屏导航窗口所选中磁盘/文件的信息。下屏显示的三个选项卡分别是：&lt;br /&gt;
&lt;br /&gt;
*Programs-可以从[[Flash Filesystem|NAND]]，[[SD Filesystem|SD card]]和slot 1 卡槽(仅仅对一部分应用程序有效，请看下方的 Dev Menu版本和对应范围的应用程序)读取应用程序。程序会依照&amp;quot;专有ID&#039; &#039;[[Serials#Product Code|产品号码]]&#039;&amp;quot;的格式显示。安装过的Title可以从menu中移除。&lt;br /&gt;
&lt;br /&gt;
*Import-此选项卡中,可以安装SD卡中编译为.[[CIA]]文件的title (在新版中为&amp;quot;SDMC&amp;quot;)。&lt;br /&gt;
&lt;br /&gt;
*HIO- 这是新版Dev Menu增加的选项卡。会输出&#039;Not found DEVMENU_ROOT&#039;. This &#039;DEVMENU_ROOT&#039; is not supposed to be on the 3DS&#039; SDMC. (可能需要从CTR调试器的SDMC卡槽，或者NAND加载某个目录？)&lt;br /&gt;
&lt;br /&gt;
*ExtData-用这个选项卡可以删除包括3DS的所有[[Extdata|ExtData]]。&lt;br /&gt;
&lt;br /&gt;
(注意所有的零售版3DS游戏都不会被3DS开发机识别，Dev Menu会在&#039;Programs&#039;中显示&amp;quot;Unknown Card&amp;quot;，并且不会在上屏提供其他信息。)&lt;br /&gt;
&lt;br /&gt;
(另外注意，如果一个3DS可执行文件，由于运行受到flag限制[比如内存限制,限制]而不能在Dev Menu启动的话，产品ID会用黑底红字显示出来。)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Dev Menu版本&lt;br /&gt;
!  可用的Title类型&lt;br /&gt;
|-&lt;br /&gt;
|  ?- 32640 - 33437&lt;br /&gt;
|  0000(仅支持NAND),0010,8004,8005,8011&lt;br /&gt;
|- &lt;br /&gt;
|  35887&lt;br /&gt;
|  0000(仅支持NAND),8004&lt;br /&gt;
|-&lt;br /&gt;
|  37785 - 40909 -?&lt;br /&gt;
|  0000(NAND和SDMC),8004&lt;br /&gt;
|-&lt;br /&gt;
|  ?- 47586 -?&lt;br /&gt;
|  0000(NAND和SDMC),0002, 8004&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Config - 设置 == &lt;br /&gt;
[[File:Configicon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:3DS_dev_configmenu.JPG|250px|thumb|right|设置菜单截图]]&lt;br /&gt;
该应用程序是一个3DS设置菜单，具有以下选项：&lt;br /&gt;
&lt;br /&gt;
*Reset Settings - 恢复所有设置到默认。&lt;br /&gt;
&lt;br /&gt;
*Hid Setting - (HID = human interface device，人体学界面设备)校准十字键和摇杆。&lt;br /&gt;
&lt;br /&gt;
*Rtc Setting - (RTC = real time clock，实际时间时钟)设定系统时间。&lt;br /&gt;
&lt;br /&gt;
*Lcd Setting - 有和Home Menu一样的显示设置，以及闪烁设置(似乎是指屏幕频率刷新造成的闪烁)。&lt;br /&gt;
&lt;br /&gt;
*User Info Setting - 允许更改用户名，以及设置&amp;quot;NG NAME FLAG&amp;quot;标志的真假。&lt;br /&gt;
&lt;br /&gt;
:在最近版本的设置中，&amp;quot;User Info Setting&amp;quot;还有：&lt;br /&gt;
::*CountryId - 在安装的国家中更改3DS的所在国家。(和下方的那个一样都是说3DS用户地理位置)&lt;br /&gt;
::*RegionId - 在选定的国家中更改所在地区。&lt;br /&gt;
&lt;br /&gt;
*Other Setting(打开到其他选项的分支) - &lt;br /&gt;
:*Sound Mode - 设定声音模式，mono/stereo/surround(单声道/立体声/环绕声)&lt;br /&gt;
&lt;br /&gt;
:*System Mode - 更改内存限制。&lt;br /&gt;
::*Prod - 64MB内存模式([[Home Menu]]只能在此模式下运行，&#039;&#039;绝大部分&#039;&#039;的零售机设备都不能从此模式换到别的模式。)&lt;br /&gt;
::*Dev1 - 96MB内存模式&lt;br /&gt;
::*Dev2 - 80MB内存模式&lt;br /&gt;
::*Dev3 - 72MB内存模式&lt;br /&gt;
::*Dev4 - 32MB内存模式&lt;br /&gt;
::所有的CTR调试器/原型机都可以更改内存限制。对于开发者测试机，更改内存限制的能力，似乎和购买测试机时候的某个选项有所关联。(就好像在从Nintendo购买IS_Nitro时候，有一个选项是否购买IS_Nitro的无线/USG选项。)&lt;br /&gt;
::某些测试机可以在Prod之外的模式下运行[[Home Menu]]，不过有些带有内存限制的应用程序(比如浏览器)不能在Prod之外的Home Menu下启动。&lt;br /&gt;
&lt;br /&gt;
:*Exception handler - (enable/disable - 是/否)选择是否开启非调试环境下应用程序的异常处理功能。&lt;br /&gt;
&lt;br /&gt;
:*Break Stop - (enable/disable - 是/否)选择是否在非调试环境下遇到断点便停止程序。当应用程序未被要求停止时会在断点处退出。&lt;br /&gt;
&lt;br /&gt;
:*Menu - (Home Menu/Test Menu - 主菜单界面/测试界面)该功能通过修改开发机的菜单TID中[[Config Info Blocks|configuration]]字段，允许用户从[[Home Menu]]和[[3DS Development Unit GUI#Test Menu|Test Menu]]之间选择，之后菜单会被[[NS]]模块加载。&lt;br /&gt;
&lt;br /&gt;
:*Language - 和[[System Settings]]中的语言选项基本相同，不过还可以选择&amp;quot;无效&amp;quot;。&lt;br /&gt;
&lt;br /&gt;
:*Dlp Force Child Import - (enable/disable - 是/否)一般情况下，3DS会在NAND上缓存&amp;quot;Download Play (Dlp)&amp;quot;应用程序，只有在请求版本高于本地缓存时候才重新下载并覆盖到NAND。开启这个选项，会强制3DS下载并覆盖到NAND，而不管当前版本。当然这是为测试提供的。&lt;br /&gt;
&lt;br /&gt;
:*Debug Mode - (enable/disable - 是/否)勾选调试模式？&lt;br /&gt;
&lt;br /&gt;
:在最近版本的设置中，&amp;quot;Other Setting&amp;quot;还有：&lt;br /&gt;
::*FS Latency Emulation - 文件系统延迟，单位毫秒(0ms-2550ms)。选择时候每次增加10ms(如0ms-&amp;gt;10ms-&amp;gt;20ms...)。&lt;br /&gt;
::*Coppacs Setting - 未知(总显示&#039;not restricted&#039;)&lt;br /&gt;
&lt;br /&gt;
*Test Setting - 测试并校准十字键和摇杆。&lt;br /&gt;
       &lt;br /&gt;
*Eula Setting - 允许用户更改&amp;quot;Agree Version&amp;quot;也就是&amp;quot;ff.ff&amp;quot;。两个字段可以互换组合，值从aa到99(默认的00.00不支持Eula).&lt;br /&gt;
       &lt;br /&gt;
*Stereo Camera Cal for Check - 相机测试(?)，可以选择&amp;quot;write strange data(excess Z-rot) - 书写特殊数据(?)&amp;quot;和&amp;quot;reset to factory default - 恢复到出厂设置&amp;quot;。&lt;br /&gt;
       &lt;br /&gt;
*Gyro / Accel Cal for Check - 允许校准陀螺仪和加速计步器。&lt;br /&gt;
       &lt;br /&gt;
*Ctr Info Setting - 可以更改SD卡上ctrsetting.txt文件里的设置。&lt;br /&gt;
&lt;br /&gt;
== Downloadplay Client - Downloadplay客户端 ==&lt;br /&gt;
[[File:Dlpcliscnsht.jpg|250px|thumb|right|下载游戏客户端截图]]&lt;br /&gt;
[[File:Dlpcliicon.png]]&lt;br /&gt;
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即便3DS开发机也有和零售版3DS[[Download Play|应用]]看上去一致的&amp;quot;Downloadplay&amp;quot;应用程序，&amp;quot;Downloadplay客户端&amp;quot;应用程序可以被当做普通Downloadplay应用程序的替代品安装。(注意：3DS开发机和零售版3DS不能相互接收下载游戏。)这个开发机应用程序可以认为是附带以下限制的&amp;quot;Downloadplay&amp;quot;应用。&lt;br /&gt;
&lt;br /&gt;
* 只能下载3DS的Downloadplay Title&lt;br /&gt;
&lt;br /&gt;
* 抛弃了普通Downloadplay已经建立的GUI(请看截图)&lt;br /&gt;
&lt;br /&gt;
* 可以选择最多16个的Downloadplay服务端&lt;br /&gt;
&lt;br /&gt;
这个应用程序显然是测试Downloadplay客户端的应用程序，没有像普通Downloadplay界面的导航那样长期受到争论。&lt;br /&gt;
&lt;br /&gt;
== Network Settings - 网络设置 ==&lt;br /&gt;
[[File:Netsetscnsht.jpg|250px|thumb|right|网络设置截图]]&lt;br /&gt;
[[File:Netseticon.png]]&lt;br /&gt;
&lt;br /&gt;
该开发机应用程序允许用户直接修改三个可能的网络设置&amp;quot;插槽&amp;quot;的以下内容。&lt;br /&gt;
&lt;br /&gt;
*Security Mode :(无线网络所使用的加密) OPEN/WEP 40bit/WEP 104bit/128bit/WPA TKIP/WPA2 TKIP/WPA AES/WPA2 AES&lt;br /&gt;
&lt;br /&gt;
*SSID :(网络名称) 最多32个字符&lt;br /&gt;
&lt;br /&gt;
*KEY :(加密所使用的明文) 最大许可长度和加密类型有关。&lt;br /&gt;
&lt;br /&gt;
*AutoDNS :(3DS是否自动获取DNS) |True - 3DS会去自动获得|False - 3DS使用用户提供的DNS(这里也可以修改)|&lt;br /&gt;
&lt;br /&gt;
在设置的最下方有两个选择：&lt;br /&gt;
&lt;br /&gt;
*Write Setting &amp;amp; Connect Test To AP - 应用上方的选项设置，并执行一次网络连接测试(注意在原本系统设置中为修改的网络连接的设置，没有在上方出现的设定视为无效，比如说代理服务器设置)&lt;br /&gt;
&lt;br /&gt;
*Remove Setting - 移除这个&amp;quot;插槽&amp;quot;的所有设定&lt;br /&gt;
&lt;br /&gt;
== SaveDataFiler - 存档数据文件管理 ==&lt;br /&gt;
[[File:Saveflscnsht.jpg|250px|thumb|right|SaveDataFiler Screenshots]]&lt;br /&gt;
[[File:Saveflicon.png]]&lt;br /&gt;
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这个3DS开发机应用程序允许用户将存档文件或者extdata从SD卡导入导出。窗体有三个界面：&lt;br /&gt;
&lt;br /&gt;
*User - 这里可以将3DS应用程序和3DS游戏卡带(不是DS游戏卡带)的存档导出到SD卡。存档不能从这里删除。&lt;br /&gt;
&lt;br /&gt;
*ExtData - 这里可以将应用程序的ExtData删除，或者导出到SD卡以便之后使用。&lt;br /&gt;
&lt;br /&gt;
*SD - 这里可以将SD卡上ExtData或者应用程序的存档导入到3DS或者3DS游戏卡带中。另外也可以从SD卡删除Extdata或应用程序存档。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
用户的存档会导出到sdmc:/filer/UserSaveData/YYYYMMDD(时分秒)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
它会在那个路径建立一个文件夹和三个文件。导出到上方路径的两个文件是&amp;lt;uniqueID&amp;gt;.dat和&amp;lt;uniqueID&amp;gt;_.dat，另有一个名为/&amp;lt;uniqueID&amp;gt;/的目录，内有&amp;lt;ExHeader Name&amp;gt;.dat文件。&lt;br /&gt;
&lt;br /&gt;
== CTR MenuSelector - CTR菜单选择器 ==&lt;br /&gt;
[[File:MenuSelector.png|120px|thumb|right|菜单选择器截图]]&lt;br /&gt;
[[File:Menuselectoricon.jpg]]&lt;br /&gt;
&lt;br /&gt;
这个应用程序，可以利用更改菜单线程控制符(TID)的[[Config_Savegame|设置]]区域更改当前的&#039;活动中菜单&#039;(正在使用的那个)，允许用户从[[Home Menu|主菜单]]和[[3DS Development Unit GUI#Test Menu|测试菜单]]选择，之后用[[NS]]模块加载菜单。这个应用程序是[[3DS Development Unit Software#Config|设置菜单]]作为&amp;quot;菜单&amp;quot;选择功能引入的，之后从中分离为一般的应用程序。&lt;br /&gt;
&lt;br /&gt;
== CecLotcheckTool - CEC内容检查工具 ==&lt;br /&gt;
[[File:Ceclotscnsht.jpg|250px|thumb|right|CecLotcheckTool Screenshot]]&lt;br /&gt;
[[File:Cecloticon.png]]&lt;br /&gt;
&lt;br /&gt;
这个应用程序可以为最多12个3DS应用程序管理CECs(随机遭遇通讯，也就是StreetPass)。应用程序有12个可能的插槽，可以存入&amp;quot;盒子(BOXes)&amp;quot;。盒子是为允许用户使用CECs的应用程序单独提供的，比如StreetPass Mii Plaza或者Nintendo 3DS Sound。因而，这个应用程序的盒子，和&#039;系统设置&#039;中的&#039;StreetPass管理&#039;是对应的(StreetPass管理可以在零售版3DS上使用)。该应用程序的功能有：&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;Y&amp;gt; BOX Options - 会打开一个子目录有以下选项(当悬停在Nintendo 3DS Sound的盒子，也就是我当前唯一可以测试应用程序的位置)：&lt;br /&gt;
&lt;br /&gt;
*Box Info - 给出发件箱参数 [[File:Boxinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Message Info (OUT-BOX) - 给出当前盒子的消息参数 [[File:Mesinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dummy Message Settings - 还真不太清楚这个选项干什么(空信息设置？) [[File:Dummesinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;A&amp;gt; Create Dummy BOXes - 建立空盒子，用于填充没使用的插槽，但是不会覆盖当前的任何盒子。&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;X&amp;gt; Delete BOXes - 从插槽中删除所有的盒子。&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;START&amp;gt; CEC Filter Reset - 我只能猜到这个估计是用于清除启用CEC的应用程序的数据的。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BossLotCheckTool - BOSS内容检查器 ==&lt;br /&gt;
[[File:Bosslcscnsht.png|100px|thumb|right|BOSS内容检查器截图]]&lt;br /&gt;
[[File:Bosslcicon.png]]&lt;br /&gt;
&lt;br /&gt;
该应用程序适用于管理使用了BOSS交流功能的3DS Titles的BOSS(SpotPass)任务和数据，比如&#039;Pokedex&#039;应用程序就有用到BOSS交流功能。该应用程序也会显示3DS的朋友码(FC)，而这个FC并不会和3DS本身在&#039;朋友列表&#039;的FC相混淆。用户可以用特有ID查看3DS中登记使用BOSS功能的(除过系统部分的)Title。对每一个Title你都可以查看和BOSS下载协作的下载过的&#039;NsData&#039;信息。，查看BOSS任务列表(这意味着应用程序可以进行多个BOSS项目)。你可以查看关于每一个BOSS任务的信息，包括：&lt;br /&gt;
&lt;br /&gt;
*TaskStatus : 任务完成了么?&lt;br /&gt;
*TaskExecCount : 这个BOSS任务执行了多少次&lt;br /&gt;
*TaskExecInterval : 在内部这个任务执行需要多少时间(单位秒)&lt;br /&gt;
*TaskPriority : 是一个用于形容优先级的数值&lt;br /&gt;
*URL : BOSS内容的URL&lt;br /&gt;
*AP Info : 什么都不是么？&lt;br /&gt;
*TaskResultCode : 任务成功了么？&lt;br /&gt;
*HTTP_StatusCode : HTTP的状态码&lt;br /&gt;
*DataSize : 内容长度(单位字节)&lt;br /&gt;
*Last_Modified : 最后一次(在服务器端)BOSS内容修改的时间&lt;br /&gt;
*StartTime : BOSS任务的登记时间&lt;br /&gt;
*OptOut : 用户是否可以选择退出该任务的BOSS交流&lt;br /&gt;
&lt;br /&gt;
这里同样允许手动执行BOSS任务。&lt;br /&gt;
&lt;br /&gt;
== Stereo Camera Calibrator - 立体相机校准器 ==&lt;br /&gt;
[[File:Stecamscnsht.png|100px|thumb|right|立体相机校准器截图]]&lt;br /&gt;
[[File:Stecamicon.png]]&lt;br /&gt;
&lt;br /&gt;
所谓立体相机校准器(SCC)，简单来说，允许用户调整外部两个摄像头之间的关系。可以用3DS距离特殊物件一段距离的方法自动设置，也可以手动设置每个相机图片的旋转角度和右眼相机的大小。3D效果可以通过重叠半透明的右眼相机图像和左眼相机图像来观察，或者也可以直接利用3DS的视差屏障来观察3D图像。&lt;br /&gt;
&lt;br /&gt;
== Model Viewer - 模型查看器 ==&lt;br /&gt;
[[File:ModelViewer.png|100px|thumb|right|3DS模型查看器截图]]&lt;br /&gt;
[[File:ModelViewericon.png]]&lt;br /&gt;
&lt;br /&gt;
如名字所示，这个应用程序允许用户查看模型。它需要和CTR调试器配合使用，以便于可以将到模型输入程序内存。不过程序可以在测试机上运行，而模型限定为三条彩色线描述三个维度(x,y,z)。模型也可以旋转或放缩，查看方式分别可以用摇杆和十字键。当然了这个应用程序利用了3D机能。&lt;br /&gt;
&lt;br /&gt;
== Friend Testing Partner - Friend 调试器 ==&lt;br /&gt;
[[File:Ftestpscnsht.png|250px|thumb|right|Friend调试器截图]]&lt;br /&gt;
[[File:Ftestpicon.png]]&lt;br /&gt;
&lt;br /&gt;
Friend Testing Partner 应用用于测试/监听3DS的Friend List功能.它允许用户通过以下选项测试3DS的 out-going Friend Card的一系列功能:&lt;br /&gt;
*Master Control - (RUN/STOP) (默认STOP)当 3DS Friend Card设置为 ‘STOP’ 时使用用户的 settings/data.设置为 ‘RUN’时3DS Friend Card 使用虚拟的settings/data测试以下设置.&lt;br /&gt;
&lt;br /&gt;
*Login/Logout - (ON/OFF) (默认ON) 在 Friend Card 中的作用未知.&lt;br /&gt;
&lt;br /&gt;
*Playing Title - (ON/OFF) (默认ON)  ‘ON’ 状态时忽略当前使用的title,使用虚拟应用作为 ‘Playing Title’ ,约每10秒循环一次. 在固件版本1.0.0-0 的零售版 3DS的 ‘Nintendo Zone viewer’ 应用中发现了这个虚拟应用程序.‘OFF’状态时使用(Friend Testing Partner)当前使用的title作为 ‘Playing Title’&lt;br /&gt;
&lt;br /&gt;
*Mode Description - (ON/OFF) (默认ON) ‘ON’状态时从用户3DS的(Playing Title) 可以看到日期和时间.  Mode Description十秒左右刷新一次.  ‘OFF’状态用户的日期和时间就不会显示出来了.&lt;br /&gt;
&lt;br /&gt;
*Message - (ON/OFF) (默认ON)  ‘ON’状态时, 用户发出的消息会被当前日期时间替代(如果返回用户的选择为‘OFF’就不替代了) ,时间格式为 “YYYYMMDD HHMMSS”,十秒左右刷新一次.&lt;br /&gt;
&lt;br /&gt;
*Mii - (ON/OFF) (默认ON) &#039;ON&#039;使用4个虚拟Mii中的一个作为Mii与一个新的Mii十秒左右通信一次.这个效果可以使用不是host的3DS观察到.&lt;br /&gt;
&lt;br /&gt;
*Favorite Title (ON/OFF) (默认ON)&#039;ON&#039;状态时,用户的favorite title会被虚拟的title替代,十秒左右更换一次,应用允许用户监听其他3DS是否在线,以及3DS基友是否在线.每次虚拟设置被刷新，屏幕上都会留下时间记录.&lt;br /&gt;
&lt;br /&gt;
== Game Coin Setter* - 游戏金币设置器* ==&lt;br /&gt;
[[File:Coinstscnsht.png|100px|thumb|right|游戏金币设置器截图]]&lt;br /&gt;
[[File:Coinsticon.png]]  &lt;br /&gt;
&lt;br /&gt;
这个程序用于设置3DS游戏金币的数值。显然这是为了开发者能测试自己游戏中，玩家用获得的游戏金币换取游戏内内容或类似东西的部分。它用一个非常简单的界面显示了当前金币数量，调整选项，目标金币数量。下面是操作说明：&lt;br /&gt;
&lt;br /&gt;
*LEFT/RIGHT - 十字键只能修改&#039;目标金币数量&#039;（0~300）。&lt;br /&gt;
&lt;br /&gt;
*A - 把用户修改的‘目标金币数量’设置为&#039;当前金币数量&#039;。&lt;br /&gt;
&lt;br /&gt;
*L+R+X - &amp;quot;今天不再增加&amp;quot;(&amp;quot;Preclude today&#039;s Increment&amp;quot;)不知道这到底怎么影响到游戏金币数量的。&lt;br /&gt;
&lt;br /&gt;
== TWL开发工具 ==&lt;br /&gt;
&lt;br /&gt;
以下是用于DSi/DS模式的开发工具，能把应用打包为可安装到TWL NAND的[[CIA]]文件。&lt;br /&gt;
&lt;br /&gt;
=== NINTENDO DS - WMtest - NDS无线测试 ===&lt;br /&gt;
[[File:Wmtestscnsht.jpg|300px|thumb|right|WMtest截图]]&lt;br /&gt;
[[File:Wmtesttool.png‎]]&lt;br /&gt;
&lt;br /&gt;
该应用是为3DS使用而编译的TWL(DSi)应用。它是一个无线测试工具，功能如下：&lt;br /&gt;
&lt;br /&gt;
*Scan Test - 搜索无线频道1-13(也可以专门搜索一个频道)，寻找多播点。它可以探测到两种类型的多播点：&lt;br /&gt;
&lt;br /&gt;
Wifi热点 - 输入Mac地址，频道，&#039;c&#039;和SSID&lt;br /&gt;
&lt;br /&gt;
DS Stations - ( 比如DS Download station和Pokemon distributor)输入Mac地址，频道，TGID和GGID&lt;br /&gt;
&lt;br /&gt;
*ScanEx Test - 同时具备两种扫描类型。被动型让你选择单独扫描频道1-13中的一个 DS distribution(1,7,13这三个)。主动型会同时扫描所有的13个频道。找到一个频道后，下屏的&#039;Found&#039;旁边会显示&#039;bssDescCount=&#039;&lt;br /&gt;
&lt;br /&gt;
*MeasureChannel Test - 不是很清楚做什么的，但是输入一个频道后，程序会从从10ms到1000ms的范围内选择一个时间长度，使用这个值测试后，输出一个百分比。&lt;br /&gt;
&lt;br /&gt;
*Noise Mode - 甄别出有干扰的频道(这个应用描述的并不很清楚)。你可以指定：&lt;br /&gt;
&lt;br /&gt;
筛选出有干扰的频道&lt;br /&gt;
&lt;br /&gt;
噪音程度，从0%到100%&lt;br /&gt;
&lt;br /&gt;
噪声频率，从10ms到50ms&lt;br /&gt;
&lt;br /&gt;
筛选模式，1000ms到1500ms&lt;br /&gt;
&lt;br /&gt;
选择好设置后，上屏幕会显示两个噪声计数器，分别为&#039;Noise ON count&#039;和&#039;Noise OFF count&#039;。在噪声为0%的时候&#039;Noise ON count&#039;几乎不变，而噪声接近100%时计数器数值会飙升。对于&#039;Noise OFF count&#039;，和&#039;Noise ON count&#039;的计数情况正好相反。(大概就是指数函数的样子)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 这里使用了另外的图标换掉了应用原本的图标，以免和其他应用程序混淆。原来的图标可以在历史页面查看。&lt;br /&gt;
[[Category:3DS Development Unit Related Pages]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3&amp;diff=5900</id>
		<title>游戏存档</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=%E6%B8%B8%E6%88%8F%E5%AD%98%E6%A1%A3&amp;diff=5900"/>
		<updated>2013-05-05T08:26:30Z</updated>

		<summary type="html">&lt;p&gt;T: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;本页面描述了 3DS游戏卡, SD/NAND,SD/NAND [[extdata]] 中以及别的地方发现的游戏存档格式，加密方法等等内容。你可以在[[Games|游戏]]页面找到多种游戏的存档。&lt;br /&gt;
&lt;br /&gt;
=== 加密手段 ===&lt;br /&gt;
&lt;br /&gt;
3DS上的游戏存档与DS的很像，都储存在游戏卡带的一块闪存芯片(FLASH chip)上。DS上这些游戏存档以明文的方式保存，3DS加了一层加密。通过对一些游戏存档的内容进行异或操作,显示出一些明文,看起来存档的加密方式应该是AES-CTR.&lt;br /&gt;
&lt;br /&gt;
这样猜测的理由在于序列密码法曾有一段时间使用512字节（作为单位来加密），即是说，在超过512字节之后，这种加密方法将重复某些关键字序列(keystream)。序列密码法加密的方法是，使用关键字序列对待加密数据进行异或操作，（得到的便是加密数据）。不幸的是，假如你使用重复的关键字序列加密某些已知的明文（在我们的场合里，是数据0），那么你基本上在泄漏你宝贵的关键字序列。（译者注:在位(Bit)级别上进行异或运算时，1^0=1,0^0=0，这里符号&amp;quot;^&amp;quot;表示异或，所以一个数据和0进行异或时会得到它本身。）&lt;br /&gt;
&lt;br /&gt;
那么怎么在3DS上运用这种解密方法呢？首先，将游戏存档切成以512字节为单位长度的片段，然后将除了只包含FF以外的片段以二进制方式查看。现在寻找最常见的公共片段，那就是你的关键字序列。现在用你原始的游戏存档和这些关键字序列进行异或操作，你将得到一个完全解密的游戏存档。对关键字序列进行异或操作以产生加密的游戏存档。（译者注:异或运算的一个重要性质是,a^b^b=a;即使用同样的关键字b对a进行两次异或将得到a本身，所以使用关键字序列对加密的游戏存档异或会得到明文，再异或一次又得到加密的存档。）&lt;br /&gt;
&lt;br /&gt;
所有的游戏卡和SD卡存储的游戏都是用AES-CTR加密的. The gamecard savegame [[AES|keyslot]] keyY is unique for every region of each game. A flag stored in the [[NCSD]] determines the method used to generate this keyY. This same flag is also used for determining which CTR method is used as well. The keyY when the flag is clear is generated from data stored in the main [[NCCH#CXI|CXI]], and data retrieved from gamecard commands. When the flag is set, a hash is generated for the keyY over the data from the CXI, and an ID retrieved from a gamecard command. The base CTR for gamecard savegames is all-zero. SD savegames use a CTR where the base CTR is fixed per savegame, however the CTR doesn&#039;t repeat in the image.&lt;br /&gt;
&lt;br /&gt;
[[2.0.0-4]](以及之后)的系统中,可以使用不同的游戏卡CTR方式，修正了上述缺陷。在 [[2.2.0-4]] 中,系统检查[[NCSD]]标志.如果被置位,使用新的CRT方式,否则就使用0x200-byte CRT.发布 [[2.2.0-4]]之后的所有游戏[[NCSD]]都被置位了,CRT不再在image中重复.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;使用新加密方式的游戏(原文已无此段):&#039;&#039;&#039;&lt;br /&gt;
* Super Mario 3D Land 《超级马里奥3D大陆》&lt;br /&gt;
* Mario Kart 7 《马里奥赛车7》&lt;br /&gt;
* Need for Speed - The Run 《极品飞车-亡命狂飙》&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一些信息(原文已无此段):&#039;&#039;&#039;&lt;br /&gt;
* 旧游戏仍使用0x200字节的异或加密方式。&lt;br /&gt;
* 新游戏存档可以被备份和再储存（同样的密钥将被一个个存档使用）。&lt;br /&gt;
* （wearleveling） 没有变化。&lt;br /&gt;
* 对两个文件使用异或将产生一些明文。&lt;br /&gt;
* 0x1000字节后，异或操作将停止。（所以 0x1000 可能是最大长度，但还未证实）&lt;br /&gt;
&lt;br /&gt;
=== Wear leveling ===&lt;br /&gt;
&lt;br /&gt;
3DS在游戏存档闪存芯片上引入了wear leveling 方案。这是通过使用blockmap和journal来实现的。blockmap在闪存上偏移量为0，其后是journal。初始状态由blockmap指定，然后journal对其进行应用。&lt;br /&gt;
&lt;br /&gt;
The 3DS employs a wear leveling scheme on the savegame FLASH chips. This is done through the usage of blockmaps and a journal. The blockmap is located at offset 0 of the flash chip, and is immediately followed by the journal. The initial state is dictated by the blockmap, and the journal is then applied to that.&lt;br /&gt;
&lt;br /&gt;
首先，是8字节目前还不明白其确切意义的数据。然后是实际的blockmap。其结构很简单：&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
struct header_entry {&lt;br /&gt;
        uint8_t phys_sec; // when bit7 is set, block has checksums, otherwise checksums are all zero&lt;br /&gt;
        uint8_t alloc_cnt;&lt;br /&gt;
        uint8_t chksums[8];&lt;br /&gt;
} __attribute__((__packed__));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
每个sector有一个入口，从实际的sector1开始计数（sector 0 包含blockmap/journal）。&lt;br /&gt;
&lt;br /&gt;
blockmap后2字节为最开始的8个字节，以及blockmap的CRC16校验码（开始值为0xFFFF（像modbus））。&lt;br /&gt;
&lt;br /&gt;
然后是journal。其结构如下:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
struct sector_entry {&lt;br /&gt;
        uint8_t virt_sec;       // Mapped to sector&lt;br /&gt;
        uint8_t prev_virt_sec;  // Physical sector previously mapped to&lt;br /&gt;
        uint8_t phys_sec;       // Mapped from sector&lt;br /&gt;
        uint8_t prev_phys_sec;  // Virtual sector previously mapped to&lt;br /&gt;
        uint8_t phys_realloc_cnt;       // Amount of times physical sector has been remapped&lt;br /&gt;
        uint8_t virt_realloc_cnt;       // Amount of times virtual sector has been remapped&lt;br /&gt;
        uint8_t chksums[8];&lt;br /&gt;
} __attribute__((__packed__));&lt;br /&gt;
&lt;br /&gt;
struct long_sector_entry{&lt;br /&gt;
        struct sector_entry sector;&lt;br /&gt;
        struct sector_entry dupe;&lt;br /&gt;
        uint32_t magic;&lt;br /&gt;
}__attribute__((__packed__));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
magic 是一个固定值 0x080d6ce0.&lt;br /&gt;
&lt;br /&gt;
blockmap/journal入口的验校和是这样算出的:&lt;br /&gt;
* 每个 byte 是一个 0x200 大小加密的块的验校和&lt;br /&gt;
* 计算一个块的CRC16 (从 0xFFFF 开始) ,两个byte的CRC16一起进行异或运算，以产生 8bit 校验和&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AES MAC header ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image偏移&lt;br /&gt;
! 长度&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 0x10&lt;br /&gt;
| 通过 0x20-byte SHA256 hash的[[AES]]MAC&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0xF0&lt;br /&gt;
| 填充0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
这个AES MAC是用于&amp;quot;签名&amp;quot; DISA/DIFF header的. 每次更新游戏存档,存储在DISA/DIFF的hash都会更新.每次更改存档时,必然更新MAC. SHA256_Update()用于使用下面的加密方式计算这个 hash .&lt;br /&gt;
&lt;br /&gt;
==== Savegame Types ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 类型&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| CTR-EXT0&lt;br /&gt;
| SD/NAND [[Extdata]]&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SYS0&lt;br /&gt;
| [[System SaveData]]&lt;br /&gt;
|-&lt;br /&gt;
| CTR-NOR0&lt;br /&gt;
| 卡带游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SAV0&lt;br /&gt;
| 游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-SIGN&lt;br /&gt;
| SD卡游戏存档&lt;br /&gt;
|-&lt;br /&gt;
| CTR-9DB0&lt;br /&gt;
| [[Title_Database|Title database]] extdata images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Extdata SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 块的长度&lt;br /&gt;
! 说明&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 游戏存档类型&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| First word is the hex ID from image filename, second word is the hex ID of the sub-dir under the &amp;lt;ExtdataIDLow&amp;gt; directory (all-zero for Quota.dat)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 1 for Quota.dat, 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Same as the previous u64&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DIFF header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== System SaveData SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| [[FS:OpenFile|SaveID]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DISA header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CTR-NOR0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DISA header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CTR-SAV0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Input data, for gamecard savegames this is the output SHA-256 hash from CTR-NOR0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gamecard savegames the output hash from this is used with the MAC. This save-type is also used for SD savegames, for SD saves the input data is the 0x100-byte DISA header. For SD savegames, the calculated output hash is used with CTR-SIGN.&lt;br /&gt;
&lt;br /&gt;
==== CTR-SIGN SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| ProgramID/SaveID&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| SHA-256 hash from CTR-SAV0&lt;br /&gt;
|}&lt;br /&gt;
This is used for SD savegames, the calculated hash from this is used with the MAC.&lt;br /&gt;
&lt;br /&gt;
==== CTR-9DB0 SHA256 Blocks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Block Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| Savegame type&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| ID, each .db image has a separate ID.&lt;br /&gt;
|-&lt;br /&gt;
| 0x100&lt;br /&gt;
| DIFF header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is used for the /[[Title_Database|dbs]] .db extdata images.&lt;br /&gt;
&lt;br /&gt;
=== Partitions ===&lt;br /&gt;
&lt;br /&gt;
There can be multiple partitions in the image.&lt;br /&gt;
The partitions are represented by tables of DIFI blobs inside a DISA/DIFF structure.&lt;br /&gt;
The order of the DIFI blobs is the order of the partitions in the image.&lt;br /&gt;
&lt;br /&gt;
==== DISA ====&lt;br /&gt;
&lt;br /&gt;
* This is located @ 0x100 in the image, following the MAC header.&lt;br /&gt;
* If the uint32 @ 0x68 in the DISA(the low 8-bits) is non-zero, then the secondary table is is used, otherwise the primary table is used. &lt;br /&gt;
* If the table has more then 1 DIFI then the uint32 @ 0x168 is the offset from the DATA partition to the file base (masked with 0xFFFFFFFE).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DISA&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x40000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Total partition entries in a table&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to secondary partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to primary partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Partition table size&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition entry offset in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition entry length in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition entry offset in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition entry length in the partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 8&lt;br /&gt;
| SAVE Partition length&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 8&lt;br /&gt;
| DATA Partition length&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4&lt;br /&gt;
| Active table (and the offset to the filebase)&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 0x20&lt;br /&gt;
| Hash from active table&lt;br /&gt;
|-&lt;br /&gt;
| 0x8C&lt;br /&gt;
| 0x74&lt;br /&gt;
| Reserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The hash in the DISA hashes the Active Table (starting from tables&#039;s offset to tables&#039;s offset + table length) with SHA256.&lt;br /&gt;
* The partition offsets are absolute offsets in the image.&lt;br /&gt;
* The SAVE partition offset is usually 0x1000. The SAVE/DATA partitions begins with the DPFS partitions, the relative offset for the IVFC partition data is specified by the DPFS header.&lt;br /&gt;
&lt;br /&gt;
The DIFIs table at offset 0x200 in the image has 2 DIFIs when the DATA partition isn&#039;t used, 4 DIFIs otherwise. Each partition table contains the SAVE DIFI entry and optionally the DATA entry. The secondary partition table is located at offset 0x200 in the image, and the primary table follows the secondary table.&lt;br /&gt;
&lt;br /&gt;
The non-active table is for backup.&lt;br /&gt;
&lt;br /&gt;
==== DIFF ====&lt;br /&gt;
&lt;br /&gt;
* This is the [[extdata]] equivalent of DISA, for extdata which use FS. DIFF is only used for extdata.&lt;br /&gt;
* When the active-table field low 8-bits is non-zero, the secondary partition is used. Otherwise, the primary partition is used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DIFF&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x30000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Secondary partition table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Primary partition table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Partition table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Active table (and the offset to the filebase)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| File Base Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 4&lt;br /&gt;
| Reserved0&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 0x20&lt;br /&gt;
| Hash of the active partition table&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0xAC&lt;br /&gt;
| Reserved1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DIFI ====&lt;br /&gt;
&lt;br /&gt;
These 0x12C-byte blobs describe the partitions. Following each partition is an unused 0xFFFFFFFF cleartext word in the raw image. Every DIFI blob describes a partition. Partitions are catted together, so after the end of one partition is the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
For most games there&#039;s only 1 partition (The SAVE partition) and some (like Asphalt 3D, Steel Diver &amp;amp; Lego Star Wars III) has 2 partitions.&lt;br /&gt;
&lt;br /&gt;
* 2 Partitions means that the files inside the SAVE partition is on the DATA partition.&lt;br /&gt;
* The DISA/DIFF headers support a maximum of 2 partitions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DIFI&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x10000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to &amp;quot;IVFC&amp;quot; blob in DIFI (Always 0x44)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Size of &amp;quot;IVFC&amp;quot; blob&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to &amp;quot;DPFS&amp;quot; blob in DIFI (Always 0xBC)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Size of &amp;quot;DPFS&amp;quot; blob&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to the hash in DIFI (Always 0x10C)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| Size of this hash&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 4&lt;br /&gt;
| Flags (when this byte is non-zero, this is a DATA partition)&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 8&lt;br /&gt;
| File base offset (for DATA partitions)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IVFC ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;IVFC&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x20000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 0x8&lt;br /&gt;
| Master hash size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 1 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 1 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 1 block size, in log2&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 2 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 2 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 2 block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 3 relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 0x8&lt;br /&gt;
| Level 3 hashdata size&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 0x4&lt;br /&gt;
| Level 3 block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0x4&lt;br /&gt;
| Reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem relative offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem size&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 8&lt;br /&gt;
| Level 4 filesystem block size, in log2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 8&lt;br /&gt;
| Unknown (usually 0x78=120)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* This savegame IVFC is almost identical to the [[RomFS]] IVFC, except for the additional filesystem level. Exactly like RomFS, each level except level4 is a hash-table where each hash entry hashes the data in the next level, padded to the log2 block size.&lt;br /&gt;
&lt;br /&gt;
==== DPFS ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;DPFS&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x10000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to first table&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| First table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 8&lt;br /&gt;
| First table block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to second table&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| Second table length&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 8&lt;br /&gt;
| Second table block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition size&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| IVFC partition block size (1&amp;lt;&amp;lt;value)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Every block this table point to is written twice (concatenated). You can see that the offset to the next block is twice the length (except the data which always begin after 0x1000).&lt;br /&gt;
* The offsets contained in the DPFS and IVFC are relative to the partition offset in the DISA/DIFF. The offsets from the IVFC are additionally added with the IVFC partition offset from the DPFS.&lt;br /&gt;
&lt;br /&gt;
The first partition&#039;s data usually starts at 0x2000. First comes the hashtable (usually start @ 0x40 into the partition) and then the filesystem.&lt;br /&gt;
&lt;br /&gt;
The hashtable entries&#039; size is 2^x where x is the &#039;Filesystem block size&#039; from the IVFC block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DIFI Hash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The last 0x20-bytes of the partition following the DIFI, IVFC and DPFS is a SHA256 hash. The offset to this hash is stored in the DIFI. This hashes the IVFC level 1, with the buffer which is hashed aligned to the IVFC level 1 log2 block-size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Drawing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Sfimg_drawing.png]]&lt;br /&gt;
&lt;br /&gt;
==== The SAVE partition ====&lt;br /&gt;
&lt;br /&gt;
* The SAVE filesystem works with a backup. There are two SAVE blocks inside the partition concatenated. Which SAVE block is the updated one is unknown yet.. (I&#039;m guessing from experience that (image[0x100B] &amp;amp; 0x20) == 0x20 --&amp;gt; 1st SAVE --[[User:Elisherer|Elisherer]] 01:30, 18 October 2011 (CEST))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finding the folders table:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At folder table exact offset from the SAVE struct (from the beginning of the struct).&lt;br /&gt;
* Otherwise: The &#039;folder table offset&#039; * &#039;folder table media&#039; (=0x200) from the &#039;filestore offset&#039;. (usually 0 from filebase)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finding the files table:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At file table exact offset from the SAVE struct (from the beginning of the struct).&lt;br /&gt;
* Otherwise: The &#039;file table offset&#039; * &#039;file table media&#039; (=0x200) from the &#039;filestore offset&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detemining the filestore base:&#039;&#039;&#039;&lt;br /&gt;
* If DATA partition exists: At file base from the DATA&#039;s DIFI struct into the DATA partition.&lt;br /&gt;
* Otherwise: At the &#039;filestore offset&#039; from the beginning of the SAVE struct.&lt;br /&gt;
&lt;br /&gt;
Folder&#039;s entry structure:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 struct folder_entry {&lt;br /&gt;
     u32 parent_folder_index;&lt;br /&gt;
     u8  filename[0x10];&lt;br /&gt;
     u32 folder_index;&lt;br /&gt;
     u32 unk1; &lt;br /&gt;
     u32 last_file_index;&lt;br /&gt;
     u32 unk3; &lt;br /&gt;
     u32 unk4;&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File&#039;s entry structure:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 struct file_entry {&lt;br /&gt;
     u32 parent_folder_index;&lt;br /&gt;
     u8  filename[0x10];&lt;br /&gt;
     u32 index;&lt;br /&gt;
     u32 unk1; // magic?&lt;br /&gt;
     u32 block_offset;&lt;br /&gt;
     u64 file_size;&lt;br /&gt;
     u32 unk2; // flags?&lt;br /&gt;
     u32 unk3;&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first entry in both tables is the count of the table, the parent directory index will be the amount of table rows. The root includes itself, so there are the amount - 1 (minus one) folders in the root directory (or files). The entries that follow after the root are the actual folders/files.&lt;br /&gt;
&lt;br /&gt;
Reading the files out is as simple as taking the file base offset and adding (block_offset * 0x200) to it.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a follow-up example from the Legend of Zelda: Ocarina of Time 3D:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//FST entry = SAVE base + File base + (FST offset * 0x200) + (FST entry # * 0x30)&lt;br /&gt;
//0x2600    = 0x2000    + 0x400     + (0x1        * 0x200) + (0x0         * 0x30)&lt;br /&gt;
&lt;br /&gt;
00002600: 03000000 09000000 00000000 00000000  ................&lt;br /&gt;
00002610: 00000000 00000000 00000000 00000000  ................&lt;br /&gt;
00002620: 00000000 00000000 00000000 00000000  ................&lt;br /&gt;
00002630: 01000000 73797374 656D2E64 61740000  ....system.dat..&lt;br /&gt;
00002640: 00000000 00000000 D57B1100 02000000  ........Õ{......&lt;br /&gt;
00002650: 22000000 00000000 E8121500 00000000  &amp;quot;.......è.......&lt;br /&gt;
00002660: 01000000 73617665 30302E62 696E0000  ....save00.bin..&lt;br /&gt;
00002670: 00000000 01000000 69921100 03000000  ........i’......&lt;br /&gt;
00002680: DC140000 00000000 04000000 00000000  Ü...............&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
! Length&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 4&lt;br /&gt;
| Magic (&amp;quot;SAVE&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 4&lt;br /&gt;
| Magic Number (0x40000)&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 8&lt;br /&gt;
| Offset to data in this SAVE header(normally 0x20)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 8&lt;br /&gt;
| Partition Size [medias]&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 4&lt;br /&gt;
| Partition Media Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 8&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 4&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 8&lt;br /&gt;
| FolderMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 4&lt;br /&gt;
| FolderMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 4&lt;br /&gt;
| FolderMap Media Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 8&lt;br /&gt;
| FileMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 4&lt;br /&gt;
| FileMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 4&lt;br /&gt;
| FileMap Media Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 8&lt;br /&gt;
| BlockMap Offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 4&lt;br /&gt;
| BlockMap Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 4&lt;br /&gt;
| BlockMap Media Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 8&lt;br /&gt;
| File store offset (from SAVE)&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 4&lt;br /&gt;
| File store length [medias]&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 4&lt;br /&gt;
| File store media size&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 4/8&lt;br /&gt;
| Folders Table offset (8 bytes in DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 4&lt;br /&gt;
| Folders Table Length (medias) (Only in no DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 4&lt;br /&gt;
| Folders Table unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x74&lt;br /&gt;
| 4&lt;br /&gt;
| Folders Table Media size&lt;br /&gt;
|-&lt;br /&gt;
| 0x78&lt;br /&gt;
| 4/8&lt;br /&gt;
| Files Table offset (8 bytes in DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C&lt;br /&gt;
| 4&lt;br /&gt;
| Files Table Length (medias) (Only in no DATA)&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| 4&lt;br /&gt;
| Files Table unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x84&lt;br /&gt;
| 4&lt;br /&gt;
| Files Table Media size&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The FolderMap and FileMap still unknown. They are tables of uint32.&lt;br /&gt;
* The BlockMap is a map of the blocks in the filestore. An entry in the BlockMap is 2 uint32: {uint32 start_block; uint32 end_block; }. This is still being researched. (You can use [[3DSExplorer]] to see those maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Drawing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Sfsave_drawing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Initialization ===&lt;br /&gt;
&lt;br /&gt;
When a save FLASH contains all xFFFF blocks it&#039;s assumed uninitialized by the game cartridges and it initializes default data in place, without prompting the user. The 0xFFFFFFFF blocks are uninitialized data. When creating a non-gamecard savegame and other images/files, it&#039;s initially all 0xFFFFFFFF until it&#039;s formatted where some of the blocks are overwritten with encrypted data.&lt;br /&gt;
&lt;br /&gt;
I got a new game SplinterCell3D-Pal and I downloaded the save and it was 128KB of 0xFF, except the first 0x10 bytes which were the letter &#039;Z&#039; (uppercase) --[[User:Elisherer|Elisherer]] 22:41, 15 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Fun Facts ===&lt;br /&gt;
&lt;br /&gt;
If you have facts that you found out by looking at the binary files please share them here:&lt;br /&gt;
&lt;br /&gt;
* From one save to another the game backups the last files that were in the partition and the entire image header in &amp;quot;random&amp;quot; locations.. --[[User:Elisherer|Elisherer]] 22:41, 15 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/3dshax/3ds/tree/master/3dsfuse 3dsfuse] supports reading and modifying savegames. In the mounted FUSE filesystem, the /output.sav is the raw FLASH save-image. When the save was modified, a separate tool to update the MAC must be used with /clean.sav, prior to writing output.sav to a gamecard.&lt;br /&gt;
* [[3DSExplorer]] supports reading of savegames, it doesn&#039;t support reading the new encrypted savegames and maybe in the future it will support modifying (some of the modyfing code is already implemented).&lt;br /&gt;
[[セーブデータ|Japanese]]&lt;/div&gt;</summary>
		<author><name>T</name></author>
	</entry>
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