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596 bytes removed ,  03:59, 22 March 2014
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=== 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. Nintendo decided to group Europe and Australia together, with European games including both bitmasks. Though at time of writing, Nintendo has not released any 3DS' which actually check the Australian region lock bitmask. 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 gamecard title
 
|  [[Home Menu#Auto-Boot Kiosk 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(see below)
 
|  Require accepting CTR EULA(see below)
0x08
+
0x0008
 
|-
 
|-
 
|  Autosave on exit?
 
|  Autosave on exit?
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?
0x80
+
0x0080
|}
  −
 
  −
==== Byte[1] ====
  −
{| class="wikitable" border="1"
  −
|-
  −
!  FLAG
  −
!  BITMASK VALUE
   
|-
 
|-
 
|  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]].
 
|  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]].
0x01
+
0x0100
|-
  −
|  ?
  −
|  0x02
   
|-
 
|-
 
|  Disables [[SD Savedata Backups]] for this title.
 
|  Disables [[SD Savedata Backups]] for this title.
0x04
+
0x0400
 
|}
 
|}
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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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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.
  −
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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