#include <revolution/nand.h>
typedef struct
{
u32 signature; // Signature: 0x5749424E
u32 flag; // Flags
u16 iconSpeed; // Icon animation speed
u8 reserved[22]; // for 32B align
u16 comment[2][NAND_BANNER_COMMENT_SIZE]; // title and comment
u8 bannerTexture[NAND_BANNER_TEXTURE_SIZE]; // Banner texture
u8 iconTexture[8][NAND_BANNER_ICON_SIZE]; // Icon texture 0-7
} NANDBanner;
The NANDBanner structure is used for storing banner information for the save file. If you are going to save application data, first create the required group of files and directories, and only after that save the banner data in the home directory, using the filename banner.bin. If banner.bin does not exist, the Wii Menu deletes the save data. In order to prevent deletion of files due to unexpected circumstances, do not create any states where banner.bin does not exist.
The only texture format that can be used is RGB5A3. The preparation of a banner texture is required. Details about this process can be read in Guidelines For Creating Wii Save Data. You can also look at the sample demo program banner, which shows the procedure for saving a banner as a file.
Two lines with NAND_BANNER_COMMENT_SIZE characters each have been allocated for the comment string (comment). However, the Wii Menu is only guaranteed to display 20 characters. All characters after the 20th must always be filled in with NULL.
NANDInitBanner, NANDGetIconSpeed, NANDSetIconSpeed, Sample Demos
2007/05/09 Added information about the restriction on the number of characters in the comment string set for the banner file.
2006/11/30 Corrected the procedure for creating banner files.
2006/09/19 Initial version.
CONFIDENTIAL