WiiMakeBanner

Location

$REVOLUTION_SDK_ROOT/X86/bin/

Description

This tool creates a banner file from the NintendoWare for Revolution (NW4R) layout data and various sound data files.

How to Use

% WiiMakeBanner <option(s)> config_file

Options Description Default Value
-o output_file Output filename.
For disc applications, specify opening.bnr.
For channel applications, you can specify an arbitrary filename.
opening.bnr
-j Displays the output message in Japanese. None (displays the output message in English).
-f The process does not interrupt even when the layout data contains more than 300 display panes. None (A warning message is shown and the process pauses when there are more than 300 display panes)

Specify the configuration file (described below) for config_file. The format is UTF-16BE (with or without a BOM).

When there are many display panes, process drops may occur in the display process. If there are more than 300 display panes, the following message displays and the process pauses.

There are more than 300 panes. Process drops may occur in the display process.
Continue? (y/n)

The process resumes if y is entered. If you want to ignore this message, for example, when executing a script, use the -f option. The process will proceed without pausing even when there are more than 300 panes.

Configuration File Specification

Format

The format of the configuration file is as follows:

IconFile:   [Icon Layout Archive filename]
BannerFile: [Banner Layout Archive filename]
SoundFile:  [Sound filename]

JP:         [Japanese Game Title]
EN:         [English Game Title]
GE:         [German Game Title]
FR:         [French Game Title]
SP:         [Spanish Game Title Name] 
IT:         [Italian Game Title]
DU:         [Dutch Game Title]
SC:         [Chinese game title name (in Simplified Chinese)]
KR:         [Korean game title name]

IconFile & BannerFile

Specify the archive file for the icon and banner layout resource.
For this file, specify an archive file of layout resources that were converted into binary by nw4r_lytcvtr.exe (the converter included in NW4R) and then archived using darch.exe (the RVL_SDK X86 tool).
Observe the following rules when archiving:

  1. Delete the font folder before creating the binary file. (Do not include font in the archive.)
  2. Make the archive root folder name arc. Example: darchD.exe -c arc banner.rc.

SoundFile

Specify the sound data. The formats that can be used as sound data are WAV, AIF, and BNS (ADPCM). If sound data is not specified, there is no sound when the banner displays. See Icons and Banner Specifications when you create your data. (Sound data is required.)

Game Title for Each Language

Specify the game title for each language. Up to two lines of 40 characters can be specified (including carriage return). A line beginning with a tab or space (half- or full-width) is treated as a continuation of the previous line (it is the second line). In order to prevent the display of unnatural-looking spaces and gaps, do not insert tabs or spaces at the beginning or end of the first line of the game title name.
Also, do not insert two or more spaces or tabs at the start of the second line.
The second line of the game title is visible in Today's Events of the Wii Message Board. Only the first line is visible in the window that appears when the cursor is over the Wii Menu icon.

If a title name in different languages requires both single- and double-line format, a space is automatically placed at the beginning of the second line of single-line title, treating it as a double-line title.

Revision History

2009/10/06 Integrated into the SDK.
2009/06/18 Explained the pane-number warning message and the -f option. Added a warning to the description of game title names.
2008/01/09 Added a description for Chinese (Simplified) and Korean.
2007/07/12 Changed the description about output filenames for channel applications.
2007/02/14 Initial version.


CONFIDENTIAL