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750 bytes added ,  17:35, 19 June 2017
→‎Icon graphics: Notes that Nintendo stores pixel data in word-order
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|-  
 
|-  
 
|  0x04
 
|  0x04
0x04
+
0x02
 +
|  Version
 +
|-
 +
|  0x06
 +
|  0x02
 
|  Reserved
 
|  Reserved
 
|-
 
|-
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|  0x2011
 
|  0x2011
 
|  0x1
 
|  0x1
Reserved For Future Use
+
GRB (South Korea)
 
|-
 
|-
 
|  0x2012
 
|  0x2012
 
|  0x1
 
|  0x1
Reserved
+
CGSRR (Taiwan)
 
|-
 
|-
 
|  0x2013
 
|  0x2013
 
|  0x1
 
|  0x1
|  Reserved For Future Use
+
|  Reserved
 
|-
 
|-
 
|  0x2014
 
|  0x2014
 
|  0x1
 
|  0x1
|  Reserved For Future Use
+
|  Reserved
 
|-
 
|-
 
|  0x2015
 
|  0x2015
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|  0x2016
 
|  0x2016
 
|  0x1
 
|  0x1
|  Reserved For Future Use
+
|  Reserved
 
|-
 
|-
 
|  0x2017
 
|  0x2017
 
|  0x1
 
|  0x1
|  Reserved For Future Use
+
|  Reserved
 
|}
 
|}
   −
Active ratings have a bitmask of 0x80, and inactive ratings have no bitmask at all. Ratings without the 0x80 bitmask are ignored.
+
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)
    
=== Region Lockout ===
 
=== Region Lockout ===
   −
This flag is what the Home Menu uses in order to determine the [[Home Menu#Region Lockout|Region Lockout]] of a title. These are bitmask flags. Byte[0] is currently the only byte used, the rest are reserved.
+
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"
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|}
 
|}
   −
As these are bitmask flags, multiple regions can be 'allowed' access to a title if Nintendo chose. A "Region Free" title would have each byte = 0xff. (For reference, the Nintendo's implementation of "region free", has bytes[0-2] = 0xff, and byte[3] = 0x7f)
+
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 ===
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=== Flags ===
 
=== Flags ===
These are a collection of bit-mask flags.
+
The u32 is used for storing flags as bit-masks.
 
  −
{| class="wikitable" border="1"
  −
|-
  −
!  INDEX
  −
!  DESCRIPTION
  −
|-
  −
|  0
  −
|  See Below
  −
|-
  −
|  1
  −
|  See Below
  −
|-
  −
|  2
  −
|  Unused
  −
|-
  −
|  3
  −
|  Unused
  −
|}
     −
==== Byte[0] ====
   
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
|-
 
|-
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|-
 
|-
 
|  Visibility Flag (Required for visibility on the Home Menu)
 
|  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]].
==== Byte[1] ====
+
| 0x0100
{| class="wikitable" border="1"
   
|-
 
|-
! FLAG
+
| Disables [[SD Savedata Backups]] for this title. This is in addition to [[NS CFA|the blacklist]].
! BITMASK VALUE
+
| 0x0400
 
|-
 
|-
Icon Database related (Most applications have this set)
+
New 3DS exclusive title. Shows an error if used on Old 3DS.
0x01
+
0x1000
 
|}
 
|}
 +
 +
====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)
    
=== EULA Version ===
 
=== EULA Version ===
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=== 'Optimal Animation Default Frame' (for BNR) ===
 
=== 'Optimal Animation Default Frame' (for BNR) ===
   −
Purpose of this flag: If using an animated BNR, it's the most representative frame for the animation.
+
This is a float, indicating the preferred (or 'most representative') frame for the banner animation.
 
  −
This value is generated by taking an input value(default BNR frame) as a float, then representing it a hexadecimal array.
      
=== CEC (StreetPass) ID ===
 
=== CEC (StreetPass) ID ===
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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 ==
 
== Tools ==
    
[[CiTRUS]] - (GUI)(Windows Only) Generating ICN files
 
[[CiTRUS]] - (GUI)(Windows Only) Generating ICN files
  −
[https://github.com/ps3hen/ctr_toolkit/tree/master/make_banner make_banner] - (CMD)(Windows/Linux) Generating/Parsing ICN files
      
[[3DSExplorer]] - (GUI)(Windows Only) Parsing ICN files
 
[[3DSExplorer]] - (GUI)(Windows Only) Parsing ICN files
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