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14<h1 align="left">MB_ICON_*,MB_GAME_*,MB_USER_* <IMG src="../image/NTR.gif" width="24" height="12" border="0" align=middle><IMG src="../image/TWL.gif" width="24" height="12" border="0" align=middle></h1>
15<h2>Definition</h2>
16
17<dl>
18  <dd>
19<CODE>#include &lt;nitro/mb.h&gt;</CODE>
20<PRE><CODE>
21#define MB_ICON_COLOR_NUM        16                       // Number of icon colors
22#define MB_ICON_PALETTE_SIZE     (MB_ICON_COLOR_NUM * 2)  // Icon palette size (16 bits of color x number of colors)
23#define MB_ICON_DATA_SIZE        512                      // Icon data size (32x32 dots, 16 colors)
24#define MB_GAME_NAME_LENGTH      48                       // Game name length (2-byte units) Note: Specify to within the number of characters shown to the left and within a width of 185 dots.
25#define MB_GAME_INTRO_LENGTH     96                       // Game description length (2-byte units) Note: Specify to within the number of characters shown to the left and within a width of 199 dots x 2.
26#define MB_USER_NAME_LENGTH      10                       // User name length (2-byte units)
27</CODE></PRE>
28  </dd>
29</dl>
30
31<H2>Description</H2>
32<P>These are the prescribed constants that relate to game information and user information in the MB library.
33
34The meaning of each enumerator constant is shown in the following table:
35<TABLE border="0">
36  <TBODY>
37    <TR>
38      <TD>Constant</TD>
39      <TD>Description</TD>
40    </TR>
41    <TR>
42      <TD><B><I>MB_ICON_COLOR_NUM</B></I></TD>
43      <TD>Maximum value for the number of palette colors in the icon that is used for download game display.
44	  This is fixed at 16 colors.
45	  </TD>
46    </TR>
47    <TR>
48      <TD><B><I>MB_ICON_PALETTE_SIZE</B></I></TD>
49      <TD>Palette data size for the icon that is used for download game display.
50	  Regardless of the number of colors that are actually used, this will be a array of 16 colors' worth of <a href="../gx/Type.html"><code>GXRgb</code></a>-type data.
51	  </TD>
52    </TR>
53    <TR>
54      <TD><B><I>MB_ICON_DATA_SIZE</B></I></TD>
55      <TD>Image data size for the icon that is used for download game display.
56	  This is fixed as a <code>32 x 32</code>-pixel, <code>16</code>-color indexed color bitmap.
57	  </TD>
58    </TR>
59    <TR>
60      <TD><B><I>MB_GAME_NAME_LENGTH</B></I></TD>
61      <TD>The maximum number of characters in the download game name.
62	  This is fixed at <code>48</code> characters.<br />
63	  <font color="#800000">Because the string is handled using <code>UTF16-LE</code> wide characters, the number of characters will be <code>sizeof(wchar_t)</code> multiplied by the number of bytes.<br>
64	  When displaying for IPL, the length must fit within <code>185</code> pixels.<br>
65	  (See note.)</font>
66	  </TD>
67    </TR>
68    <TR>
69      <TD><B><I>MB_GAME_INTRO_LENGTH</B></I></TD>
70      <TD>The maximum number of characters in the download game name description.<br />
71	  This is fixed at <code>96</code> characters.<br />
72	  <font color="#800000">Because the string is handled using <code>UTF16-LE</code> wide characters, the number of characters will be <code>sizeof(wchar_t)</code> multiplied by the number of bytes.<br>
73	  When displaying for IPL, the length must fit within <code>2</code> rows of <code>199</code> pixels each.<br>
74	  (See note.)</font>
75	  </TD>
76    </TR>
77    <TR>
78      <TD><B><I>MB_USER_NAME_LENGTH</B></I></TD>
79      <TD>The maximum number of characters in the user name.<br />
80	  This is fixed at <code>10</code> characters.<br />
81	  <font color="#800000">Because the string is handled using <code>UTF16-LE</code> wide characters, the number of characters will be <code>sizeof(wchar_t)</code> multiplied by the number of bytes.<br>
82	  </font>
83	  </TD>
84    </TR>
85  </TBODY>
86</TABLE>
87<BR>
88</P>
89<h2>See Also</h2>
90<p><CODE><A href="mb_game_registry_type.html">MBGameRegistry</A></CODE></p>
91
92<H2>Revision History</H2>
93<P>
942004/10/05 Corrected links.<br /> 2004/09/27 Initial version.
95</P>
96<hr><p>CONFIDENTIAL</p></body>
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