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1,862 bytes added ,  17:35, 19 June 2017
→‎Icon graphics: Notes that Nintendo stores pixel data in word-order
Line 15: Line 15:  
|-  
 
|-  
 
|  0x04
 
|  0x04
0x04
+
0x02
 +
|  Version
 +
|-
 +
|  0x06
 +
|  0x02
 
|  Reserved
 
|  Reserved
 
|-
 
|-
 
|  0x8
 
|  0x8
0x1600
+
0x2000
11 application titles structs, each 0x200 bytes
+
16 application titles structs, each 0x200 bytes
|-
  −
| 0x1608
  −
| 0xA00
  −
| Reserved
   
|-
 
|-
 
| 0x2008
 
| 0x2008
 
| 0x30
 
| 0x30
| Flags
+
| Application Settings
 
|-
 
|-
 
| 0x2038
 
| 0x2038
Line 61: Line 61:     
All encoded in UTF-16.
 
All encoded in UTF-16.
There are 11 app title structs, each one for separate languages.
+
There are 16 app title structs(currently only 12 are used), each one for separate languages.
    
The languages by order of appearance:
 
The languages by order of appearance:
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* 5th: Italian title name
 
* 5th: Italian title name
 
* 6th: Spanish title name
 
* 6th: Spanish title name
* 7th: Chinese title name
+
* 7th: Simplified Chinese title name
 
* 8th: Korean title name
 
* 8th: Korean title name
 
* 9th: Dutch title name
 
* 9th: Dutch title name
 
* 10th: Portuguese title name
 
* 10th: Portuguese title name
 
* 11th: Russian title name
 
* 11th: Russian title name
 +
* 12th: Traditional Chinese title name
   −
== Flags ==
+
== Application Settings ==
   −
This is where the application [[Home Menu]] flags exist. Most of these flags are only used by [[Home Menu]].
+
Most of these flags are only used by the [[Home Menu]]. All of these are represented in SMDH files in little endian. But when documented below, the tables represent values in big endian.
    
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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|-
 
|-
 
|  0x2008
 
|  0x2008
0xA
+
0x10
 
|  Region Specific Game Ratings (For use with Parental Controls)
 
|  Region Specific Game Ratings (For use with Parental Controls)
 
|-
 
|-
 
|  0x2018
 
|  0x2018
 
|  0x4
 
|  0x4
BNR Region (Used For Region Locking)
+
|  Region Lockout
 
|-   
 
|-   
 
|  0x201C
 
|  0x201C
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|-     
 
|-     
 
|  0x2028
 
|  0x2028
0x1
+
0x4
Combined Flag (Various Flags)
+
|  Flags
 +
|-   
 +
|  0x202C
 +
|  0x2
 +
|  EULA Version
 +
|-   
 +
|  0x202E
 +
|  0x2
 +
|  Reserved
 
|-   
 
|-   
0x2032
+
0x2030
0x2
+
0x4
 
|  'Optimal Animation Default Frame' (for BNR)
 
|  'Optimal Animation Default Frame' (for BNR)
 
|-     
 
|-     
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|  0x1
 
|  0x1
 
|  ESRB (USA)
 
|  ESRB (USA)
 +
|-
 +
|  0x200A
 +
|  0x1
 +
|  Reserved
 
|-
 
|-
 
|  0x200B
 
|  0x200B
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|  0x1
 
|  0x1
 
|  PEGI GEN (Europe)
 
|  PEGI GEN (Europe)
 +
|-
 +
|  0x200D
 +
|  0x1
 +
|  Reserved
 
|-
 
|-
 
|  0x200E
 
|  0x200E
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|  0x2011
 
|  0x2011
 
|  0x1
 
|  0x1
Unknown/Unused
+
GRB (South Korea)
 +
|-
 +
|  0x2012
 +
|  0x1
 +
|  CGSRR (Taiwan)
 +
|-
 +
|  0x2013
 +
|  0x1
 +
|  Reserved
 +
|-
 +
|  0x2014
 +
|  0x1
 +
|  Reserved
 +
|-
 +
|  0x2015
 +
|  0x1
 +
|  Reserved
 +
|-
 +
|  0x2016
 +
|  0x1
 +
|  Reserved
 +
|-
 +
|  0x2017
 +
|  0x1
 +
|  Reserved
 
|}
 
|}
   −
These flags are generated by converting the age rating to a hex value and then adding it to '0x80'. For example if '7 years' was the rating, then the flag would be 0x87. The unknown/unused rating is only has a value when the BNR is for 'All Regions'. Also if Game Ratings are not used, the data is garbage.
+
Active ratings have a bitmask of 0x80, and inactive ratings have no bitmask at all. Ratings without the 0x80 bitmask are ignored. 0x40 bitmask indicates Rating Pending. 0x20 bitmask indicates No Age Restriction.
 +
Age limits are set by adding the minimal age to 0x80 (for example, limiting to 12 years and up would give a bitmask of 0x8C)
   −
=== BNR Region ===
+
=== Region Lockout ===
   −
This flag is what the Home Menu uses in order to determine the [[Home Menu#Region Lockout|Region Lockout]] of a title. This exists inside the ICN data as little endian. (In the table below they are presented in big endian)
+
This u32 flag is what the Home Menu uses to determine the [[Home Menu#Region Lockout|Region Lockout]] of a title.
    
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
|-
 
|-
 
!  REGION
 
!  REGION
VALUE
+
BITMASK
|-
  −
|  All Regions (No region restrictions)
  −
|  7F FF FF FF
   
|-
 
|-
 
|  Japan
 
|  Japan
00 00 00 01
+
0x01
 
|-
 
|-
 
|  North America
 
|  North America
00 00 00 02
+
0x02
 
|-
 
|-
 
|  Europe
 
|  Europe
00 00 00 0C
+
0x04
 +
|-
 +
|  Australia
 +
|  0x08
 +
|-
 +
|  China
 +
|  0x10
 
|-
 
|-
 
|  Korea
 
|  Korea
00 00 00 20
+
0x20
 
|-
 
|-
 
|  Taiwan  
 
|  Taiwan  
00 00 00 40
+
0x40
|-
  −
|  China
  −
|  00 00 00 50
   
|}
 
|}
 +
 +
Regions are 'included' in region lock by setting their bitmask value. Nintendo defines region free as 0x7fffffff. Early in the 3DS' development, Nintendo grouped the Australian and Europe markets together. Nintendo defines market Europe as having the combined bitmasks of Europe and Australia. No 3DS' which check the Australia bitmask have been seen (Australia uses the European 3DS model).
    
=== Match Maker IDs ===
 
=== Match Maker IDs ===
   −
These IDs are an application's online gaming IDs. These exist in the ICN file in little endian.
+
These IDs are an application's online gaming IDs.
    
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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|}
 
|}
   −
 
+
=== Flags ===
=== Bitmask Flags ===
+
The u32 is used for storing flags as bit-masks.
 
  −
Multiple flags are packed into this single byte.
      
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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!  BITMASK VALUE
 
!  BITMASK VALUE
 
|-
 
|-
|  Visibility Flag (always present)
+
|  Visibility Flag (Required for visibility on the Home Menu)
0x01
+
0x0001
 
|-
 
|-
|  [[Home Menu#Auto-Boot Kiosk Function|Auto-boot]] this title? (Game Card titles only?)
+
|  [[Home Menu#Auto-Boot_Function|Auto-boot]] this gamecard title
0x02
+
0x0002
 
|-
 
|-
 
|  Allow use of 3D? (For use with parental Controls. An application can use the 3D affect, even when this flag isn't set)
 
|  Allow use of 3D? (For use with parental Controls. An application can use the 3D affect, even when this flag isn't set)
0x04
+
0x0004
 
|-
 
|-
|  Require accepting CTR EULA?
+
|  Require accepting CTR EULA before being launched by Home (see below)
0x08
+
0x0008
 
|-
 
|-
|  Autosave on exit?
+
|  Autosave on exit? (see below)
0x10
+
0x0010
 
|-
 
|-
 
|  Uses an [[Extended Banner]]?
 
|  Uses an [[Extended Banner]]?
0x20
+
0x0020
 
|-
 
|-
|  [[SMDH#Region Specific Game Age Ratings|Region game rating]] required?
+
|  [[SMDH#Region Specific Game Age Ratings|Region game rating]] required
0x40
+
0x0040
 
|-
 
|-
|  Uses save data?
+
|  Uses save data? (see below)
0x80
+
0x0080
 +
|-
 +
|  Application usage is to be recorded. If this is not set, it causes the application's usage to be omitted from the Home Menu's [[Home_Menu#Cache.dat & CacheD.dat|icon cache]], as well as in [[????????|other places]].
 +
|  0x0100
 +
|-
 +
|  Disables [[SD Savedata Backups]] for this title. This is in addition to [[NS CFA|the blacklist]].
 +
|  0x0400
 +
|-
 +
|  New 3DS exclusive title. Shows an error if used on Old 3DS.
 +
|  0x1000
 
|}
 
|}
  −
For example, if we wanted an application to use the 3D effect, autosave on exit and use save data. The combined flag would be 0x95: (0x01 | 0x04 | 0x10 | 0x80)
     −
=== 'Optimal Animation Default Frame' (for BNR) ===
+
====Effect of SaveData and AutoSave====
 +
 
 +
These options have no effect on the performance of the application itself: they're used to select an appropriate warning when closing an application from [[Home Menu|Home]].
 +
 
 +
* Both off: "Closing software" (no warning if quitting directly with X)
 +
* SaveData: "Do you want to close [...]? (Unsaved data will be lost.)"
 +
* AutoSave: ?
 +
* Both on:  "Saving data and closing software..." (no warning if quitting directly with X)
   −
Purpose of this flag: If using an animated BNR, it's the most representative frame for the animation.
+
=== EULA Version ===
 +
This is the EULA version which is checked when the Accept EULA flag is set, the version is compared to one stored in the 3DS. If the SMDH version is greater, then the user will be prompted to accept the EULA.
    
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
|-
 
|-
OPTIMAL ANIMATION DEFAULT FRAME
+
START
VALUE
+
SIZE
 +
!  DESCRIPTION
 
|-
 
|-
0
+
0x202C
00 00
+
0x01
 +
|  EULA Version Minor
 
|-
 
|-
1
+
0x202D
3F 80
+
0x01
|-
+
EULA Version Major
|  2
  −
|  40 00
  −
|-
  −
|  3
  −
|  40 40
  −
|-
  −
|  4
  −
|  40 80
  −
|-
  −
|  5
  −
|  40 A0
  −
|-
  −
|  6
  −
40 C0
   
|}
 
|}
   −
Flag Pattern: ???
+
=== 'Optimal Animation Default Frame' (for BNR) ===
 +
 
 +
This is a float, indicating the preferred (or 'most representative') frame for the banner animation.
    
=== CEC (StreetPass) ID ===
 
=== CEC (StreetPass) ID ===
   −
This u32 represents the application CEC ID. This is likely loaded by applications for use with the CEC services as well. Again this exists in the ICN data as little endian
+
This u32 represents the application CEC ID. This is likely loaded by applications for use with the CEC services as well.
    
== Icon graphics ==
 
== Icon graphics ==
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* ETC1A4
 
* ETC1A4
   −
This does not necessarily mean the other encodings will be used, it is just that those are the options when compiling. Like we've seen with Super Mario 3D Land Nintendo has changed save file encryption, and likewise they can encode icons and banners differently ''should they choose to''. Currently we've seen just RGB565 so don't be fooled if an icon doesn't show up right! It is probably one of these formats above. Although we will probably not see other formats used for a while it's nice to know they have an opportunity to change.
+
This does not necessarily mean the other encodings will be used, it is just that those are the options when compiling. Like we've seen with Super Mario 3D Land Nintendo has changed save file encryption, and likewise they can encode icons and banners differently ''should they choose to''. Currently we've seen just RGB565 so don't be fooled if an icon doesn't show up right! It is probably one of these formats above. Although we will probably not see other formats used for a while it's nice to know they have an opportunity to change. Also note that it seems Nintendo stores each pixel in [https://en.wikipedia.org/wiki/RGBA_color_space word-order], so the actual order of order of each color channel in memory will depend on the endianness.  
 
  −
There's a header of 0x40 bytes and then comes the raw data.
      
The data is encoded in tiles (starting from size 8x8, continuing recursively).
 
The data is encoded in tiles (starting from size 8x8, continuing recursively).
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|-
 
|-
 
|}
 
|}
 +
 +
== Tools ==
 +
 +
[[CiTRUS]] - (GUI)(Windows Only) Generating ICN files
 +
 +
[[3DSExplorer]] - (GUI)(Windows Only) Parsing ICN files
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