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553 bytes added ,  21:48, 28 July 2012
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@Neimod, then what exists between 0x1000 and 0x4000 and what would you call it?--[[User:3dsguy|3dsguy]] 17:09, 28 July 2012 (CEST)
 
@Neimod, then what exists between 0x1000 and 0x4000 and what would you call it?--[[User:3dsguy|3dsguy]] 17:09, 28 July 2012 (CEST)
 
: It's called the card info header, returned by gamecards when reading the header. I'm also finding your updates not always accurate because you are working only with development files, which differ sometimes greatly with retail files. If you look closely, you'll see that retail card info header is 0x200 bytes, while the development card info header is much much bigger. --[[User:Neimod|Neimod]] 20:46, 28 July 2012 (CEST)
 
: It's called the card info header, returned by gamecards when reading the header. I'm also finding your updates not always accurate because you are working only with development files, which differ sometimes greatly with retail files. If you look closely, you'll see that retail card info header is 0x200 bytes, while the development card info header is much much bigger. --[[User:Neimod|Neimod]] 20:46, 28 July 2012 (CEST)
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Old version:
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{| class="wikitable" border="1"
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|-
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!  Offset
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!  Size
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!  Description
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|-
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|  0x200
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|  4
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|  Always 0xFFFFFFFF
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|-
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|  0x204
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|  252
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|  Padding?
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|-
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|  0x300
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|  4
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|  Used ROM size in bytes
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|-
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|  0x304
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|  28
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|  Padding
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|-
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|  0x320
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|  8
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|  [[NVer]] Title ID (Only Present in retail .CCI)
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|-
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|  0x328
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|  8
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|  [[NVer]] Title Version (Only Present in retail .CCI)
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|}
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 +
The region-specific NVer title for this NCSD presumably must exist on NAND. The NVer title version may also be used to check whether a system update is required before running the app.