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7<TITLE>Logo to Protect Against Illegal Products</TITLE>
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12<H1 align="left">Nintendo Logo to Protect Against Illegal Products</H1>
13<H2>Overview</H2>
14<P>
15The TWL-SDK includes data for implementing a logo to protect against illegal products. This logo must be displayed when a card application starts.<BR> Do not change the size, proportions, or color of this logo when using this data.<BR><BR> Note: Although a Fontworks font is used for the words &quot;Licensed by&quot;and &quot;Published by&quot; this does not need to be listed in associated instruction manuals.
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17
18<H2>Location</H2>
19<P>
20The logo to protect against illegal products is located in the <CODE>$TwlSDK/data/nintendo_logo</CODE> directory of the TWL-SDK.<BR> There are three logos in the directory.
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22
23<table class="table float_left">
24<thead>
25<tr><th>Filename<th>Description
26</thead>
27<tbody>
28<tr><th>LicensedByNintendo<td>For game manufacturer titles
29<tr><th>Nintendo<td>For Nintendo titles
30<tr><th>PublishedByNintendo<td>For titles whose sales license was purchased by Nintendo or that are sold on consignment
31</tbody>
32</table>
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34<br clear="all">
35
36<H2>Policies for Dealing with Illegal Products</H2>
37<P>
38Nintendo's policy for dealing with illegal products is as follows: Support legal business by excluding illegal products from the market.<BR> Display of the Nintendo logo is an effective means of achieving this policy.<BR> For more details on Nintendo's policies to protect against illegal products, see the <I>DS Programming Guidelines</I> and the <I>TWL Programming Guidelines</I>. The guidelines are released separately.
39</P>
40
41<H2>Distribution Data Format</H2>
42<P>
43Two types of data are provided: BMP texture data and Nitro-Character data. Either type may be used.<BR> In addition, a vertical version of the Nintendo logo can be selected in NITRO CHARACTER format only. Use this logo in accordance with the intended purpose of the project.
44</P>
45<H3>NITRO CHARACTER Format</H3>
46<P>
47The project folder contains three types of data: screen data, character data, and palette data.<BR> Although unjustified character data is distributed, justification may be performed according to the specifications of each project.<BR> (However, do not change the color palette, size of the logo itself, or dot pattern.)
48</P>
49
50<H3>BMP Format</H3>
51<P>
52256 x 192 dot, index color mode (16-color) BMP data
53</P>
54
55<H2>Logo Fade-In/Fade-Out (60 fps)</H2>
56<P>
57Fade-In:	15 frames (0.25 sec)<BR>Fixed Display:	60 frames (1 sec)<BR> Fade-Out: 15 frames (0.25 sec)<BR><BR>Note: The display times are approximate guidelines. Slight changes may be made to accommodate individual project specifications.
58</P>
59<H2>Color Variations</H2>
60<P>
61At present, 3 different color variations are provided.<BR> Use one of these three variations regardless of whether the application is a Japanese language version, a non-Japanese version, or a trial version.<BR> (Nintendo recommends using the gray logo. Use the white and black logos if they are needed to match the colors of screens that appear before and after.)
62</P>
63<table class="table float_left">
64<thead>
65<tr><th>Filename<th>Description
66</thead>
67<tbody>
68<tr><th>*Black_White.*<td>Black logo on a white background
69<tr><th>*Gray_White.*<td>Gray logo on a white background
70<tr><th>*White_Black.*<td>White logo on a black background
71</tbody>
72</table>
73<br clear="all">
74<H2>Samples</H2>
75<P>
76A sample showing how to display the Licensed by Nintendo logo is located in the following directory.<BR><BR> <CODE>$TwlSDK/build/demos/tips/DisplayLogo</CODE>
77</P>
78<H2>Rules for Display</H2>
79<P>
80Display the logo appropriately, in accordance with the <I>DS Programming Guidelines</I> and <I>TWL Programming Guidelines</I>.
81</P>
82
83<H2>Revision History</H2>
84<P>
852009/11/10 Initial version.
86</P>
87
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