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7			<title>makeChjp.exe</title>
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10		<H1>makeChjp.exe</H1>
11		<H2>Introduction</H2>
12		<p>
13			This tool creates the settings file (<CODE>chjump.bin</CODE>) for Channel Jumping.<br>The <CODE>chjump.bin</CODE> file is created by specifying the game code for a channel to jump to, as well as the data to pass at startup.
14		</p>
15		<H2>Running the Demos</H2>
16		<p>Run <code>$REVOLUTION_EXT_ROOT/X86/bin/makeChjp.exe</code>.
17		</p>
18		<H2>Options</H2>
19		<H3><code>-gc</code> &lt;game code&gt;</H3>
20		<p>
21			The game code of the application (ASCII 4 bytes) can be specified. The game code should be received in advance from Nintendo. This can be done using either hexadecimal or a string. In either case, the ID is specified as a 32-bit value. The default is 0x30303031 (&quot;0001&quot;).<br>
22		</p>
23		<p>
24			Within the 32 bits, when 'A' (= 0x41) is specified for the lower 8 bits, all the channels that the upper 24 bits match can be started. However, there is a priority order for the channels to start (described below).
25		</p>
26		<H3><code>-h</code></H3>
27		<p>
28			Displays the tool help.<br>
29		</p>
30		<H3><code>-d</code> &lt;character string data&gt;</H3>
31		<p>
32			A single character string is specified to be passed to the main function at channel startup (<font color=red>up to 510 bytes</font>).<font color=red>All options and arguments following the specified character string will be ignored.</font>
33		</p>
34		<br>
35		<H2>Example chjump.bin Creation</H2>
36		<p>
37		<ol>
38			<li>This is how to create a <CODE>chjump.bin</CODE> file of the following configuration:<br><br> <!--mstheme--> </font><table border="2" bordercolorlight="#999999" bordercolordark="#000000" ID="Table1">
39				<tr>
40					<th> <!--mstheme--><font face="MS P????">Game code<!--mstheme--></font></th><td>
41						<!--mstheme--><font face="MS P????">RESJ<!--mstheme--></font>
42				<tr>
43					<th> <!--mstheme--><font face="MS P????">Data<!--mstheme--></font></th><td>
44						<!--mstheme--><font face="MS P????">ENUM_TEST_0<!--mstheme--></font>
45				</table><br> % makeChjp -gc RESJ -d ENUM_TEST_0<br> <br>The game code can be specified in hexadecimal (0x5245534A).<br> <br>
46			</li>
47			<li>Enclose the character string in quotes (&quot;) when the data includes half-width spaces.<br><br>% makeChjp -gc RESJ -d &quot;SAMPLE DEMO&quot;
48		</ol>
49		<H2>Supplementary Game Code Items</H2>
50		<p>
51			The upper 3 bytes of the game code (4-byte ASCII) are assigned, so different applications do not have the same code.<br>Therefore, according to the specifications, multiple applications do not have the game code with the same upper 3 bites in the Wii Menu.<br>The least-significant byte is used to indicate a region as &quot;J&quot; for Japan and &quot;E&quot; for North America.
52		</p>
53		<p>
54			In the event that multiple channels whose upper 3 bytes match are installed, when 'A' (= 0x41) is set for the least significant byte of the channel jump destination's game code, the specifications dictate that among the channels whose upper 3 bytes match the one that has the first display position in the Wii Menu will be started. The display position order starts with the default position of the Disc Channel (upper left), and continues from the left column to the right, top row to bottom, and then on to the next page.
55		</p>
56		<H2>Revision History</H2>
57		<p>
58			2007/08/01 Added supplementary items on the game code.<br>2007/07/30 Initial version.</p>
59	<hr><p>CONFIDENTIAL</p></body>
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