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136<a name="top"></a>
137
138<h1><CODE>ctr_BannerModelConverter</CODE></h1>
139
140<h1>Table of Contents</h1>
141<ol>
142  <li><a href="#intro">Introduction</a></li>
143  <li><a href="#usage">How to Use</a></li>
144  <li><a href="#summary">Banner Overview</a></li>
145  <li><a href="#input">Input Directory Structure</a></li>
146  <li><a href="#restrict">File Restrictions</a></li>
147  <li><a href="#history">Revision History</a></li>
148</ol>
149
150
151
152<h2><a name="intro">Introduction</a></h2>
153<P>The <CODE>ctr_BannerModelConverter</CODE> tool is used to create CBMD (CTR binary banner model) files.<BR> CBMD files are created based on the specified folder structure.</P>
154    <P>The resulting CBMD file can be used with the <CODE>makebanner</CODE> BSF files. </P>
155    <P class="style1">Create the model data using the <CODE>NW4C_ForBanner</CODE> package.<br /> It might not be possible to correctly convert data created with versions of NW4C used for application development.</P>
156
157<h2><a name="usage">How to Use</a></h2>
158<h3>What's Required</h3>
159<p>You need the following files to create a CBMD file:</p>
160<li>Intermediate files output by NW4C CreativeStudio.</li>
161
162<h3>Commands</h3>
163
164
165<p class="code">
166    % ctr_BannerModelConverter DIRECTORYNAME [Output]
167</p>
168
169<p class="first_ja">The <CODE>DIRECTORYNAME</CODE> specification is required. All other options are optional.</p>
170
171<h4 >Options</h4>
172
173
174<div class="table">
175<table border="1">
176<thead>
177<tr>
178<th align="center">Options</th>
179<th align="center">Description</th>
180</tr>
181</thead>
182<tbody>
183<tr>
184<td align="center"><CODE>DIRECTORYNAME</CODE> </td>
185<td align="center">Specifies the input directory name. Be sure to use the specified directory structure (described later).</td>
186</tr>
187<tr>
188<td align="center"><CODE>Output</CODE></td>
189<td align="center">Specifies the file to output. If omitted, a file with the <CODE>cbmd</CODE> extension added to the originally input filename is output.</td>
190</tr>
191</tbody>
192</table>
193</div>
194
195<h2><a name="summary">Banner Overview</a></h2>
196
197<p>A banner is model data displayed in the upper screen when an application is selected.<BR> Banners are used to show a line-up of miniature target applications on the menu.</p>
198    <p>
199        <img alt="banner" src="image/ctr_BannerModelConverter_00.png" style="width: 400px; height: 240px" /></p>
200
201
202<h2><a name="input">Input Directory Structure</a></h2>
203
204<p>Banner model data can be divided into one of two main categories: Model data common to all languages, and data especially intended for each separate region and language combination. <BR>Make sure to use a directory structure as given below. Specify the Banner folder at the top in <CODE>DIRECTORYNAME</CODE> on the command line.</p>
205
206
207<p class="code">
208    Banner ━┳━ COMMON ━┳━ COMMON.cmdl<br /> ┃       ┣━ COMMON.cskla<br /> ┃       ┣━ COMMON.cmata<br /> ┃       ┣━ COMMON.cenv<br /> ┃       ┣━ COMMON.clts<br /> ┃       ┗━ Textures ━┓<br /> ┃                ┣━ COMMON1.ctex<br /> ┃                ┣━ COMMON2.ctex<br /> ┃                ┣━ COMMON3.ctex<br /> ┃<br /> ┣━ JPN_JP ━┳━ JPN_JP.cmdl<br /> ┃       ┣━ JPN_JP.cskla<br /> ┃       ┣━ JPN_JP.cmata<br /> ┃       ┣━ JPN_JP.cenv<br /> ┃       ┣━ JPN_JP.clts<br /> ┃       ┗━ Textures ━┓<br /> ┃                ┣━ COMMON1.ctex (Data for swapping)<br /> ┃                ┣━ …<br /> ┃                ┣━ TEX1.ctex (arbitrary name)<br /> ┃                ┣━ TEX2.ctex (arbitrary name)<br /> ┃                ┣━ TEX3.ctex (arbitrary name)<br /> ┃                ┣━ …<br /> ┣━ …<br /> ┣━ …</p>
209
210<p>
211・The <CODE>COMMON</CODE> folder is a required item. The content of the other folders is arbitrary, but these folders must exist. If there is no content, you must create empty folders.<br /> Be sure that the file names inside the <CODE>COMMON</CODE> folder are of the format <CODE>COMMON.cmdl</CODE>.<br /> <br />・If you place textures with names like <CODE>COMMON1.ctex</CODE> inside the <CODE>Textures</CODE> folders for the various language-specific data, the textures with the same names stored inside <CODE>COMMON</CODE> can be swapped with the various language textures for display.<br /> <br /> ・For the various other language-specific data besides texture data, use that language when naming the data (such as <CODE>JPN_JP.cmdl</CODE>).<br /> The naming can be arbitrary for textures to which data swapping does not apply.<br /> ・ The error may not be detected upon conversion, because the HOME Menu is case sensitive while Windows is not. Be careful when naming files. <br />
212</p>
213<div class="table">
214  <table border="1">
215<thead>
216<tr>
217<th align="center">Name</th>
218<th align="center">Region</th>
219<th align="center">Language</th>
220</tr>
221</thead>
222<tbody>
223<tr>
224<td align="center">COMMON</td>
225<td align="center">All regions</td>
226<td align="center">All Languages</td>
227</tr>
228<tr>
229<td align="center">EUR_EN </td>
230<td align="center">Europe and Australia</td>
231<td align="center">UK English </td>
232</tr>
233<tr>
234<td align="center">EUR_FR</td>
235<td align="center">Europe and Australia</td>
236<td align="center">French</td>
237</tr>
238<tr>
239<td align="center">EUR_GE</td>
240<td align="center">Europe and Australia</td>
241<td align="center">German</td>
242</tr>
243<tr>
244<td align="center">EUR_IT</td>
245<td align="center">Europe and Australia</td>
246<td align="center">Italian</td>
247</tr>
248<tr>
249<td align="center">EUR_DU</td>
250<td align="center">Europe and Australia</td>
251<td align="center">Dutch</td>
252</tr>
253<tr>
254<td align="center">EUR_PO</td>
255<td align="center">Europe and Australia</td>
256<td align="center">Portuguese</td>
257</tr>
258<tr>
259<td align="center">EUR_RU</td>
260<td align="center">Europe and Australia</td>
261<td align="center">Russian</td>
262</tr>
263<tr>
264<td align="center">EUR_SP</td>
265<td align="center">Europe and Australia</td>
266<td align="center">Spanish</td>
267</tr>
268<tr>
269<td align="center">JPN_JP </td>
270<td align="center">Japan</td>
271<td align="center">Japanese</td>
272</tr>
273<tr>
274<td align="center">USA_EN </td>
275<td align="center">The Americas</td>
276<td align="center">North American English</td>
277</tr>
278<tr>
279<td align="center">USA_FR </td>
280<td align="center">The Americas</td>
281<td align="center">French (Canada)</td>
282</tr>
283<tr>
284<td align="center">USA_SP </td>
285<td align="center">The Americas</td>
286<td align="center">Spanish (Latin America)</td>
287</tr>
288<tr>
289<td align="center">USA_PO </td>
290<td align="center">The Americas</td>
291<td align="center">Portuguese (Brazil)</td>
292</tr>
293<tr>
294<td align="center">CHN_CN </td>
295<td align="center">China</td>
296<td align="center">Simplified Chinese</td>
297</tr>
298<tr>
299<td align="center">KOR_KR </td>
300<td align="center">South Korea</td>
301<td align="center">Korean </td>
302</tr>
303<tr>
304<td align="center">TWN_TW </td>
305<td align="center">Taiwan/Hong Kong</td>
306<td align="center">Traditional Chinese</td>
307</tr>
308</tbody>
309</table>
310</div>
311
312<h2><a name="restrict">Data Restrictions</a></h2>
313
314<p>The following restrictions apply to banner model data.<br /> <B>Note:</B> The numeric values in the explanations below are the numbers from Creative Studio.</p>
315
316    <p class="style1"><B>Note:</B> These restrictions are provisional. These specifications are subject to change in the future.</p>
317
318<h3>Limitations on Data Names</h3>
319
320<p>
321For banner data (such as <CODE>.cmdl</CODE>, <CODE>.cmata</CODE>, <CODE>.cenv</CODE>), the file name (such as <CODE>COMMON</CODE>) must match the name of the data that is specified in CreativeStudio.<br />If the file name and name of the data itself are different, banners may not be displayed correctly.
322</p>
323
324<h3>Camera Restrictions</h3>
325
326<p>
327    The camera is fixed. It cannot be adjusted for each individual application.<br /> <B>Note:</B> Cameras placed inside banner data can only be used for projection mapping. Camera number 0 is reserved by the HOME Menu and is not available.
328</p>
329
330<div class="table">
331    <table border="1">
332        <tr style="BACKGROUND: #eee">
333            <th>
334                Camera position x, y, z</th>
335            <th>
336                Look-at point  x, y, z</th>
337            <th>
338                Angles of view (fovy)</th>
339            <th>
340                near/far</th>
341            <th>
342                Depth Level<span class="style2">※</span></th>
343            <th>
344                Factor<span class="style2">※</span></th>
345        </tr>
346        <tr style="BACKGROUND: #fff">
347            <td>
348                0.0 / 1.0 / 44.786
349    </td>
350            <td>
351    0.0 / 1.0 / 0.0</td>
352            <td>
353                30</td>
354            <td>
355                26.5 / 1000</td>
356          <td>
357    34.786<br />(<B>Note:</B> The screen level is +10 from the origin.)</td>
358            <td>
359          1.0</td>
360        </tr>
361    </table>
362 </div>
363
364<p>
365    <B>Note:</B> These are the <CODE>depthLevel</CODE> and <CODE>factor</CODE> values used by the <CODE>ulcd::CalculateMatrices</CODE> function.
366
367<h3>Model Size and Rendering Range Restrictions</h3>
368<p>
369Any parts that extend past the range shown in the figure are hidden by the system.<br /> <B>Note:</B> The blender's stencil test is used to apply a mask based on a hidden ellipsoid model.<br /> (For this reason, stencil tests cannot be used on the model side. The setting is overwritten on the system side.)
370</p>
371    <p>
372        <img alt="banner" src="image/ctr_BannerModelConverter_01.png" style="width: 400px; height: 240px" /></p>
373<div class="table">
374  <table border="1">
375    <tr style="BACKGROUND: #eee">
376      <th> Mask ellipsoid size X/Y/Z</th>
377    </tr>
378    <tr style="BACKGROUND: #fff">
379      <td> Diameter 18 / Diameter 9.5 / Diameter 18 <br /> <br /><B>Note:</B> Use the center of the ellipsoid as the origin and create the model in this range.</td>
380
381    </tr>
382  </table>
383</div>
384<h3>Restrictions on Model Y-Axis Rotation</h3>
385
386    <p>
387                Models rotate once in 600 frames (10 seconds at 60 fps) at constant velocity to the left for a viewer facing the screen. - Rotation accelerates if the user blows into the microphone.</p>
388    <p>
389        <B>Note:</B> Use billboard settings for nodes you do not want to be rotated.<BR> <B>Note:</B> Although these nodes do not normally turn if rotated to the right at constant speed for 600f, they will rotate if the user blows into the microphone.&nbsp;</p>
390
391<h3>Restrictions on Intermediate Files</h3>
392
393<p>There are restrictions on data by design and to prevent skipped frames. <br />
394    <p class="style1"><B>Note:</B> Data that violates these restrictions generates an error during conversion.</p>
395    <B>Note:</B> Even if the data is within the restrictions, the data size must be reduced if skipped frames occur. (Described later.)
396</p>
397<div class="table">
398<table border="1">
399<thead>
400<tr>
401<th align="center">Extension</th>
402<th align="center">
403◎: Required<br />○: Optional<br />&times;: Not supported</th>
404<th align="center">Data restrictions on [Data common to all languages] + [Data for a single language] </th>
405</tr>
406</thead>
407<tbody>
408<tr>
409<td align="center">cmdl</td><td align="center">◎</td>
410<td align="center">Number of polygons: <B>3000 or less</B><br />Number of bones: <B>10 or less</B> (This was changed from 5 to 10.)<br />Number of materials: <B>5 or less</B> <br /> <br /><B>Note:</B> There are no restrictions on layer configurations.<br /><B>Note:</B> The stencil test is unavailable because it is used for masking by the ellipsoid. The settings are overwritten on the system side.</td>
411</tr>
412<tr>
413<td align="center">ctex </td>
414<td align="center">○ </td>
415<td align="center">There is no limit on the number of textures as long as the size does not exceed the limit.</td>
416</tr>
417<tr>
418<td align="center">cskla </td>
419<td align="center">○ </td>
420<td align="center">Create a looped animation of 600 frames or less.</td>
421</tr>
422<tr>
423<td align="center">cmata </td>
424<td align="center">○ </td>
425<td align="center">Create a looped animation of 600 frames or less.</td>
426</tr>
427<tr>
428<td align="center">cenv </td>
429<td align="center">○ </td>
430<td align="center">Number of lights: <B>3 or fewer</B><br />Number of cameras: <B>3 or fewer</B><br />Number of fogs: <B>1 or fewer</B><br /><br />If using lights and/or cameras, add these settings under <B>Light Set</B> and <B>Cameras</B> in the Property panel of the scene environment (CENV file).</td>
431</tr>
432<tr>
433<td align="center">clts </td>
434<td align="center">○ </td>
435<td align="center">Number of tables: <B>3 or fewer</B></td>
436</tr>
437<tr>
438<td align="center">cptl </td>
439<td align="center">&times;</td>
440<td align="center">Particles are not supported.</td>
441</tr>
442<tr>
443<td align="center">csdr </td>
444<td align="center">&times;</td>
445<td align="center">User shaders are not supported. (The default shader is used.)</td>
446</tr>
447<tr>
448<td align="center">clgt </td>
449<td align="center">&times;</td>
450<td align="center">Add lights under <B>Light Set</B> in the Property panel of the scene environment (CENV file).<br>Animation is not supported.</td>
451</tr>
452<tr>
453<td align="center">ccam </td>
454<td align="center">&times;</td>
455<td align="center">Add projection-mapping cameras under <B>Cameras</B> in the Property panel of the scene environment (CENV file).<br>Animation is not supported.</td>
456</tr>
457<tr>
458<td align="center">cmdla </td>
459<td align="center">&times;</td>
460<td align="center">Does not support visibility animations of models.</td>
461</tr>
462<tr>
463<td align="center">cres </td>
464<td align="center">&times;</td>
465<td align="center">Merged files are not supported to support localization needs to switch resources. </td>
466</tr>
467<tr>
468<td align="center">Other </td>
469<td align="center">&times;</td>
470<td align="center">There are no plans to support other intermediate file extensions that may be added in the future.(2010/12/09)</td>
471</tr>
472</tbody>
473</table>
474</div>
475
476<h3>Restriction on Data Size</h3>
477
478<p>The following restrictions have been placed on data size after conversion.<BR> <B>Note:</B> Data that violates these restrictions generates an error during conversion.
479</p>
480
481<div class="table">
482<table border="1">
483<thead>
484<tr>
485<th align="center">Data capacity restrictions on [Data common to all languages] + [Data for a single language]</th>
486<th align="center">Data capacity restrictions on [Data common to all languages] + [All language-specific data]<br/>(Data capacity restrictions for banner files (<CODE>*.bnr</CODE>), including sound data)</th>
487</tr>
488</thead>
489<tbody>
490<tr>
491<td align="center"><B>320 KB</B> for <B>Binary size</B><br /><br /><B>Note:</B> You can check this using <B>Save as binary</B> from the <B>File</B> menu in NW4C Creative Studio.</td>
492<td align="center"><B>1 MB</B> for <B>Size after compression</B><br /><br /><B>Note:</B> There are no absolute rules for how much the size decreases with compression, but if you meet the above restrictions it is unlikely that you will violate this restriction.</td>
493</tr>
494</tbody>
495</table>
496</div>
497
498<h2><a name="restrict">Processing Limits on the HOME Menu</a></h2>
499
500<h3>How to Check Processing on the HOME Menu</h3>
501
502<p>
503<br/>Pressing &quot;X+Y&quot; on the HOME Menu for developers displays debug commands.
504</p>
505
506<p>
507- Check processing in the display state shown below.
508</p>
509
510
511<p>
512<img alt="banner" src="image/ctr_BannerModelConverter_02.png" style="width: 448px; height: 500px" />
513</p>
514
515
516<div class="table">
517<table border="1">
518<thead>
519<tr>
520<th align="center">Number of drawings</th>
521<th align="center">Description</th>
522</tr>
523</thead>
524<tbody>
525<tr>
526<td align="center">[1]</td>
527<td align="center">Turn off the wireless switch on the right side of the system.</td>
528</tr>
529<tr>
530<td align="center">[2]</td>
531<td align="center">From the top, the region name and language name, HOME Menu build timestamp, and HOME Menu version are displayed.</td>
532</tr>
533<tr>
534<td align="center">[3]</td>
535<td align="center">These processing bars used to check processing.<br/> From the top, the maximum processing load per 1f indicator (fixed), CPU processing load indicator, and GPU processing load indicator are displayed.<br/> <B>Note:</B> The details are described later.</td>
536</tr>
537<tr>
538<td align="center">[4]</td>
539<td align="center">The lower screen displays items that can be checked in the order: &quot;Health and Safety Information,&quot; &quot;Applications to check processing,&quot; &quot;3DS Cameras,&quot; &quot;3DS Sounds.&quot; <B>Note:</B> Put the system into a state that does not display the new arrival icon.</td>
540</tr>
541</tbody>
542</table>
543</div>
544
545<p>
546- The Processing Bars
547</p>
548
549<p>
550<img alt="<CODE>banner</CODE>" src="image/ctr_BannerModelConverter_03.png" style="width: 448px; height: 84px" />
551</p>
552
553<p>
554Neither the CPU nor GPU may exceed the processing limit of 80%. In addition, processing must not exceed the processing limit of 80% even by 1f for 600f while the banner is rotating.
555</p>
556
557<div class="table">
558<table border="1">
559<thead>
560<tr>
561<th align="center">Bar Colors</th>
562<th align="center">Description</th>
563</tr>
564</thead>
565<tbody>
566<tr>
567<td align="center"><font color="#00FF00">■</font> Green</td>
568<td align="center">The processing load is in the okay zone. There is no need to reduce processing.</td>
569</tr>
570<tr>
571<td align="center"><font color="#FFFF00">■</font> Yellow</td>
572<td align="center">The bar turns yellow (caution) if the processing load goes over 75%.  There is no need to reduce processing.</td>
573</tr>
574<tr>
575<td align="center"><font color="#FF0000">■</font> Red</td>
576<td align="center">The bar turns red (warning) if the processing load goes over 80%.  Reduce processing.</td>
577</tr>
578</tbody>
579</table>
580</div>
581
582<p>
583Processing bars must be kept in the states indicated as okay below.
584</p>
585
586<p>
587<img alt="<CODE>banner</CODE>" src="image/ctr_BannerModelConverter_04.png" style="width: 384px; height: 164px" />
588</p>
589
590<h3>Reference: How to Handle Processing Overflow</h3>
591
592<p>
593Effective measures of reducing CPU processing are:<br/>・Reducing the number of bones<br/>・Reducing the number of vertices, etc.
594</p>
595<p>
596Effective measures of reducing GPU processing include:<br/>・Reducing texture capacity<br/>・Reducing the number of textures<br/>・Applying mipmaps to textures<br/>・Reducing the surface area to be rendered on translucent polygons<br/>・Setting the layer configuration to one with fewer cycles
597</p>
598
599
600</p>
601
602    <h2><a name="history">Revision History</a></h2>
603    <dl class="history">
604      <dt>2012/06/19</dt>
605<dd>Added &quot;Limitations on File Names&quot; to &quot;Data Restrictions.&quot;</dd>
606      <dt>2012/04/17</dt>
607      <dd>Removed English from Taiwan/Hong Kong region.</dd>
608      <dt>2011/12/02</dt>
609      <dd>Added support for the Chinese, Korean, and Taiwan/Hong Kong regions.</dd>
610      <dt>2011/09/01</dt>
611      <dd>Changed to output an error if no texture can be found for the specified model.</dd>
612      <dt>2011/07/29</dt>
613      <dd>Added note that camera number 0 is reserved by the HOME Menu.</dd>
614      <dt>2010/03/08</dt>
615      <dd>An error is now generated during conversion when the data violate the data restrictions.<br /> Changed some of the values for data capacity restrictions.</dd>
616      <dt>2010/02/03</dt>
617      <dd>Added that it is necessary to create model data and sound data using the <CODE>NW4C_ForBanner</CODE> package.<br /></dd>
618      <dt>2010/01/05</dt>
619      <dd>Added information about handling <CODE>.cenv</CODE>, <CODE>.clgt</CODE>, and <CODE>.ccam</CODE> files within <B>Data Restrictions</B>.</dd>
620      <dt>2010/12/30</dt>
621      <dd>Fixed a bug where the data capacity restrictions check was not occurring correctly.</dd>
622      <dt>2010/12/28</dt>
623<dd>Clarified that the supporting version of NW4C is 1.2.</dd>
624      <dt>2010/12/25</dt>
625<dd>An error is now generated during conversion when the data violate the restrictions on data capacity.</dd>
626      <dt>2010/12/09</dt>
627<dd>Added information on the processing limit on the HOME Menu, and how to check processing.</dd>
628<dd>Added the fact that <CODE>.cmdla</CODE> is not supported.</dd>
629      <dt>2010/12/07</dt>
630<dd>Changed <CODE>.cskla</CODE> and <CODE>.cmata</CODE> frame restriction from a 600-frame animation to an animation of no more than 600 frames.</dd>
631      <dt>2010/11/26</dt>
632<dd>Fixed a bug where language folders that contain empty files were not properly converted.</dd>
633      <dt>2010/11/19</dt>
634<dd>Deleted sound file restrictions, and moved this section to <CODE>ctr_makebanner</CODE>.</dd>
635      <dt>2010/11/13</dt>
636<dd>Modified <B>Restrictions on data size</B> by revising the text to <B>256KB</B> for <B>Banner size</B>.</dd>
637<dd>Supplemented other <B>Data Restrictions</B> items.</dd>
638      <dt>2010/10/09</dt>
639<dd>Supplemented the restrictions for sound files and data capacity.</dd>
640      <dt>2010/09/28</dt>
641      <dd>Initial version.</dd>
642    </dl>
643<hr><p>CONFIDENTIAL</p></body>
644</html>