ID List
(2011.12.12)
About This Document
This document presents a list with descriptions of the various identifiers used in the CTR-SDK.
The meanings and usage of terms used in this document and the CTR-SDK may differ from their general meanings and usage.
Explanations of the Various Items Given in Each Description
The Descriptions section of this document provides various items of information. Below is an explanation of the meaning of each item.
- Specifier
- Explains who is responsible for specifying which values are used in the application.
- ID Latitude
-
Explains to what extent the application has any latitude in using ID values.
If there is no latitude, then the value must be used as specified. When there are a number of IDs, then the application can select which ID to use from among multiple IDs, based on the specification you want to implement for the application.
- Format
- Describes which format the ID value takes.
- Usage
- Describes what the ID value is being used for.
- How to Get
- Describes how to get the ID.
- Normal Value
-
When there is some latitude in using ID values, this describes which value should be used in normal situations.
- Where Used
- Describes where this ID is used for application development.
- Supplemental Information
-
Additional descriptions that do not fit into any of the above categories.
Business Procedure IDs
Non-Communication IDs
Communication IDs
- Specifier
- Nintendo.
- ID Latitude
- None.
- Format
- String of 16 characters.
- Usage
- Used by Nintendo for product management.
- How to Get
- Issued by Nintendo.
- Normal Value
- Use the value specified by Nintendo.
- Where Used
- Set in RSF.
- Supplemental Information
- A value is specified for each separate application and should be used as-is.
- Specifier
- Nintendo.
- ID Latitude
- None.
- Format
- String of 4 characters.
- Usage
- Used by Nintendo for product management.
- How to Get
- Issued by Nintendo as part of the product code.
- Normal Value
- Use the value specified by Nintendo.
- Where Used
-
- Supplemental Information
- A value is specified for each separate application and should be used as-is.
- Specifier
- Nintendo.
- ID Latitude
- None.
- Format
- A bit array of 20 bits.
- Usage
- The ID that identifies the application.
- How to Get
- Issued by Nintendo.
- Normal Value
- Use the value specified by Nintendo.
- Where Used
- Used in the following places:
- The setting in the RSF.
- As the expanded save data ID.
- In creation of system-specific ID.
- In creation of local communication ID.
- As the StreetPass unique ID.
- In creation of infrared communication ID.
- Supplemental Information
-
The CTR system identifies an application by its unique ID. In addition, many other IDs including communication-related IDs are created from this unique ID.
- Specifier
- The application selects from the unique IDs specified by Nintendo.
- ID Latitude
- Can select from among assigned unique IDs.
- Format
- A bit array of 64 bits.
- Usage
- The ID for identifying expanded save data.
- How to Get
-
Use the value of the unique ID.
- Normal Value
- Use the unique ID of the target application.
- Where Used
- Used in the following places.
- Supplemental Information
-
Normally, the unique ID assigned to the target application is used as-is for the expanded save data ID. But if multiple applications will be sharing the expanded save data, then for the expanded save data ID you choose to use the unique ID of one of these applications.
In creating the expanded save data ID, you cannot base it on just any arbitrary unique ID value. You must use the unique ID of one of the applications that will be using the expanded save data.
- Specifier
- System-specific.
- ID Latitude
- None.
- Format
- A bit array of 64 bits.
- Usage
- Used by the ubl library to identify users.
- How to Get
-
Call the
GetUserId function to get this value.
- Normal Value
- Different for each system.
- Where Used
- Used by the ubl library.
- Supplemental Information
-
None.
- Specifier
- System-specific.
- ID Latitude
- None.
- Format
- A bit array of 64 bits.
- Usage
- The application has the option of using this to identify the system.
- How to Get
-
Call the
GetTransferableId function using the unique ID for the argument to get this value.
- Normal Value
- Different for each system.
- Where Used
- Used optionally by the application.
- Supplemental Information
-
None.
- Specifier
- The application selects from the unique IDs specified by Nintendo.
- ID Latitude
- Can select from among assigned unique IDs.
- Format
- A bit array of 32 bits.
- Usage
-
Used during UDS communication to prevent mixing of communication among different applications.
Communications can only take place between applications that use the same local communication ID.
- How to Get
-
Call the
CreateLocalCommunicationId function using the unique ID for the argument to get this value.
- Normal Value
- Use the value created from the unique ID of the target application.
- Where Used
- The uds library API.
- Supplemental Information
-
Normally, the local communication ID is created from the unique ID assigned to the target application. But if applications are communicating with each other, then the local communication ID is created from the unique ID of one of the applications and shared by all.
In creating the local communication ID, you cannot base it on just any arbitrary unique ID value; you must use the unique ID of one of the applications that is participating in the communications.
In UDS communications, there is a separate mechanism for preventing communication between applications, even when the same local communication ID is being used.
- Specifier
- The application selects from the unique IDs specified by Nintendo.
- ID Latitude
- Can select from among assigned unique IDs.
- Format
- A bit array of 20 bits.
- Usage
-
Used in StreetPass to identify the applications conducting StreetPass communications.
StreetPass communications can take place between applications that use the same StreetPass unique ID.
- How to Get
-
Use the value of the unique ID.
- Normal Value
- Use the unique ID of the target application.
- Where Used
- Used in the following places.
- The setting in the BSF.
- In creation of StreetPass ID.
- Supplemental Information
-
Normally, the local communication ID is created from the unique ID assigned to the target application. But if applications are communicating with each other, then the local communication ID is created from the unique ID of one of the applications and shared by all.
In creating the local communication ID, you cannot base it on just any arbitrary unique ID value; you must use the unique ID of one of the applications that is participating in the communications.
- Specifier
- Same as for the StreetPass unique ID.
- ID Latitude
- Same as for the StreetPass unique ID.
- Format
- A bit array of 32 bits.
- Usage
-
The format of the StreetPass unique ID as used by the cec library.
- How to Get
-
Call the
MakeCecTitleId function using the StreetPass unique ID for the argument to get this value.
- Normal Value
- Use the value created from the unique ID of the target application.
- Where Used
- Used by the cec library.
- Supplemental Information
-
The cec library uses the StreetPass unique ID, not as is, but rather in the form of the StreetPass ID.
- Specifier
- The application selects from the unique IDs specified by Nintendo.
- ID Latitude
- Can select from among assigned unique IDs.
- Format
- A bit array of 32 bits.
- Usage
-
Used during infrared communication to prevent mixing of communication among different applications.
Communications can only take place between applications that use the same infrared communication ID.
- How to Get
-
Call the
Communicator::CreateCommunicationId function using the unique ID for the argument to get this value.
- Normal Value
- Use the value created from the unique ID of the target application.
- Where Used
- Used by the
ir library.
- Supplemental Information
-
Normally, the infrared communication ID is created from the unique ID assigned to the target application. But if applications are communicating with each other, then the infrared communication ID is created from the unique ID of one of the applications and shared by all.
In creating the local communication ID, you cannot base it on just any arbitrary unique ID value; you must use the unique ID of one of the applications that is participating in the communications.
Revision History
- 2012/06/29
- Deleted the description for the Company Code.
- 2011/12/12
-
Initial version.
CONFIDENTIAL