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973 bytes added ,  10:35, 31 December 2019
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→‎Application Titles: Grammar fix: space before opening parenthesis
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This page describes the format of the icon stored at [[NCCH#CXI|CXI]] ExeFS:/icon and [[CIA]] icons.
 
This page describes the format of the icon stored at [[NCCH#CXI|CXI]] ExeFS:/icon and [[CIA]] icons.
The size of icons is 0x36c0 bytes. The CXI icon is displayed by [[Home Menu]] and [[System Settings]](3DS Software Management), while [[CIA#Meta|CIA icons]] are dummies and not yet utilised by Dev 3DS' (as of rev 47586).
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The size of icons are 0x36c0 bytes. The CXI icon is displayed by [[Home Menu]] and [[System Settings]](3DS Software Management), while [[CIA#Meta|CIA icons]] are dummies and not yet utilised by Dev 3DS' (as of rev 47586).
    
== Format ==
 
== Format ==
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All encoded in UTF-16.
 
All encoded in UTF-16.
There are 16 app title structs(currently only 12 are used), each one for separate languages.
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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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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.
 
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.
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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 ===
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|  0x0001
 
|  0x0001
 
|-
 
|-
|  [[Home Menu#Auto-Boot Kiosk Function|Auto-boot]] this gamecard title
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|  [[Home Menu#Auto-Boot_Function|Auto-boot]] this gamecard title
 
|  0x0002
 
|  0x0002
 
|-
 
|-
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|  0x0004
 
|  0x0004
 
|-
 
|-
|  Require accepting CTR EULA(see below)
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|  Require accepting CTR EULA before being launched by Home (see below)
 
|  0x0008
 
|  0x0008
 
|-
 
|-
|  Autosave on exit?
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|  Autosave on exit? (see below)
 
|  0x0010
 
|  0x0010
 
|-
 
|-
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|  0x0040
 
|  0x0040
 
|-
 
|-
|  Uses save data?
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|  Uses save data? (see below)
 
|  0x0080
 
|  0x0080
 
|-
 
|-
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|  0x0100
 
|  0x0100
 
|-
 
|-
|  Disables [[SD Savedata Backups]] for this title.
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|  Disables [[SD Savedata Backups]] for this title. This is in addition to [[NS CFA|the blacklist]].
 
|  0x0400
 
|  0x0400
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|-
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|  New 3DS exclusive title. Shows an error if used on Old 3DS.
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|  0x1000
 
|}
 
|}
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====Effect of SaveData and AutoSave====
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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]].
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* Both off: "Closing software" (no warning if quitting directly with X)
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* SaveData: "Do you want to close [...]? (Unsaved data will be lost.)"
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* AutoSave: ?
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* Both on:  "Saving data and closing software..." (no warning if quitting directly with X)
    
=== EULA Version ===
 
=== EULA Version ===
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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.
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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.  
    
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 ==

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