Data Compatibility Within The Same Program [Required]; Applications Dependent On Wii System Memory Access Speed Prohibited [Required]; Reset Handling [Required]; Data Unit For Users [Required] - Nintendo Wii Programming Manuallines

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Wii Programming Guidelines

8.5 Data Compatibility Within the Same Program [Required]

Maintain save data compatibility even if there is a change made to the program after mass production.
8.6 Applications Dependent on Wii System Memory Access Speed
Prohibited [Required]
Make sure there is no program malfunction or crash because of a dependency on the access time to
the Wii system memory.
There will be some variance between devices. Performance will also decrease as the device ages.

8.7 Reset Handling [Required]

If a reset is performed in the middle of a write operation, writing will be interrupted, causing a potential
loss of data. Always perform a reset after verifying the end of the write operation.

8.8 Data Unit for Users [Required]

When notifying users of information such as available memory or the size of files, use units of 128 KB
and use the term "block(s)."
When notifying the user of the required number of block(s), be sure to total the size of files required
by the game in file system block units, and count the equivalent number of bytes in 128 KB blocks
and display. Be sure to round up any fractional part that is less than 128 KB.
For example, assume that a given game uses the following files:
• Banners/icons: 32 KB
• File 1:
128 KB
• File 2:
In this case, the total size is 176 KB. In blocks, this is one block with a remainder of 48 KB. In this
case, round the fractional part up and display "2 blocks" for the size.
Be sure to note that there is a difference between the block unit used for users and the "file system
block" (equal to 16 kB) used by the Wii system memory file system.
8.9 Checking the Number of Free i-nodes and Amount of Free Memory
Using NANDCheck[Async] [Required]
Before creating a new file or directory in the home directory, always check if it is possible to create the
file or directory by calling the NANDCheck[Async] function. The NANDCheck[Async] function
determines whether there are enough free i-nodes and enough free memory in the file system.
RVL-06-0132-001-I
Released: October 11, 2006
16 KB
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© 2006 Nintendo
CONFIDENTIAL

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