ctr_BannerModelConverterThe ctr_BannerModelConverter tool is used to create cbmd (Ctr Binary banner MoDel) files.Cbmd files are created based on the specified folder structure.
The resulting cbmd file can be used as a makebanner bsf.
The Creative Studio for CTR data converter is used internally.
Conversion must occur in an environment where NW4C that is supported by the HOME Menu is installed.
You need the following files to create a cbmd file:
% ctr_BannerModelConverter DIRECTORYNAME [Output]
The DIRECTORYNAME specification is required. All other options are optional.
| Options | Description |
|---|---|
| DIRECTORYNAME | Specifies the input directory name. Be sure to use the specified directory structure (described later). |
| Output | Specifies the file to output. If omitted, a file with the cbmd extension added to the originally input filename is output. |
A banner is model data displayed in the upper screen when an application is selected.
Banners are used to show a line-up of miniature target applications on the menu.

Banner model data can be divided into one of two main categories: Model data common to all languages, and data especially intended for each separate region and language combination.
Make sure to use a directory structure as given below. Specify the Banner folder at the top in DIRECTORYNAME on the command line.
Banner ━┳━ COMMON ━┳━ COMMON.cmdl
┃ ┣━ COMMON.cskla
┃ ┣━ COMMON.cmata
┃ ┣━ COMMON.cenv
┃ ┣━ COMMON.clts
┃ ┗━ Textures ━┓
┃ ┣━ COMMON1.ctex
┃ ┣━ COMMON2.ctex
┃ ┣━ COMMON3.ctex
┃ ┗━ COMMON4.ctex
┣━ JPN_JP ━┳━ JPN_JP.cmdl
┃ ┣━ JPN_JP.cskla
┃ ┣━ JPN_JP.cmata
┃ ┣━ JPN_JP.cenv
┃ ┣━ JPN_JP.clts
┃ ┗━ Textures ━┓
┃ ┣━ JPN_JP1.ctex
┃ ┣━ COMMON1.ctex
┃ ┣━ …
┃ ┣━ …
┣━ …
┣━ …
The COMMON folder is a required item. The other folders can contain any content, but an empty folder must be prepared.
Filenames cannot be changed, and be sure to set the file in the COMMON folder to COMMON.cmdl, etc.
| Name | Region | Language |
|---|---|---|
| COMMON | All regions | All Languages |
| EUR_EN | Europe | British English |
| EUR_FR | Europe | French |
| EUR_GE | Europe | German |
| EUR_IT | Europe | Italian |
| EUR_DU | Europe | Dutch |
| EUR_PO | Europe | Portuguese |
| EUR_RU | Europe | Russian |
| EUR_SP | Europe | Spanish |
| JPN_JP | Japan | Japanese |
| USA_EN | The Americas | North American English |
| USA_FR | The Americas | French (Canada) |
| USA_SP | The Americas | Spanish (Latin America) |
| USA_PO | The Americas | Portuguese (Brazil) |
The following restrictions apply to banner model data.
Note: These restrictions are provisional. These specifications are subject to change in the future.
The camera is fixed. Adjustment by applications is impossible.
| Camera position x, y, z | Look-at point x, y, z | Angles of view (fovy) | near/far | Depth Level※ | Factor※ |
|---|---|---|---|---|---|
| 0.0/1.0/44.786 4.786 | 0.0/1.0/0.0 | 30 | - | 38 | 1.0 |
Note: These are the depthLevel and factor values used by the ulcd::CalculateMatrices function.
Models rotate once in 600 frames (10 seconds at 60 fps) at constant velocity to the left when you are facing the screen. - Rotation accelerates if the user blows into the microphone.
Note: Use billboard settings for nodes you do not want to be rotated.
Note: Although these nodes do not normally turn if rotated to the right at constant speed for 600f, they will rotate if the user blows into the microphone.
There are restrictions on data by design and to prevent skipped frames.
Note: Data that violates these restrictions generates an error during conversion. (Not implemented)
Even if the data is within the restrictions, the data size must be reduced if skipped frames occur.
| Extension |
◎: Required ○: Optional ×: Not supported |
Data restrictions on [Data common to all languages] + [Data for a single language] |
|---|---|---|
| cmdl | ◎ | Number of polygons (3000 or less) Number of bones (5 or less) Number of materials (5 or less) Layer configurations (1, 2, 3, or 4 layers; Note: limited to one cycle) [Stencil testing is disabled] Used for masking with an ellipse. |
| ctex | ○ | There is no limit on the number of textures as long as the size does not exceed the limit. |
| cskla | ○ | Create a 600f looped animation. |
| cmata | ○ | Create a 600f looped animation. |
| cenv | ○ | Number of lights (3 or less) Number of cameras (3 or less) Number of fogs (1 or less) |
| clts | ○ | Number of tables (3 or less) |
| cptl | × | Particles are not supported. |
| csdr | × | User shaders are not supported. (The default shader is used.) |
| clgt | × | Store lights in cenv. Animation is not supported. |
| ccam | × | Store projection cameras in cenv. Animation is not supported. |
| cres | × | Merged files are not supported to support localization needs to switch resources. |
The sound file must be three seconds or less.
There are no other restrictions.
The following restrictions have been placed on data size after conversion.
Note: Data that violates these restrictions generates an error during conversion. (Not implemented)
| Data capacity restrictions on [Data common to all languages] + [Data for a single language] | Data capacity restrictions on [Data common to all languages] + [All data for a single language] (Binary file, including sound, (*.bnr) data capacity restrictions) |
|---|---|
| [256KB] for [size after compression] [512KB] for [size before compression] |
1MB after compression |
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