1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html lang="ja"> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 5<meta http-equiv="Content-Style-Type" content="text/css"> 6<link href="../css/manpage.css" rel="stylesheet" type="text/css"> 7 <title>Setup</title> 8 <style type="text/css"> 9 .style1 10 { 11 height: 21px; 12 } 13 .style2 14 { 15 height: 18px; 16 } 17 </style> 18</head> 19<body> 20 21<!-- =================================================== --> 22<h1 id="SETUP">Starting Up</h1> 23 24<a href="#setup">Setup</a><p></p> 25<a href="#startup">Starting Up</a> 26<p><a href="#caution">Notes</a></p> 27<a href="#init">Initial Settings File</a><br> 28<p> 29<a href="#init_video">Screen Settings</a><br> <a href="#init_system">General System</a><br> <a href="#init_g3d"> 3D Display Settings</a><br> <a href="#init_g3d_scene">3D Default Scene Settings</a><br> 30 31</p> 32 33<h2><a name="setup">Setup</a></h2> 34<p>Hardware Setup:</p> 35<ol> 36 <li>Connect the device used for previewing to the PC with a USB cable. 37 <p> 38 Depending on the combinations of machines and their connections, USB communication between the Viewer and the PC may not work; check the <A href="../summary/index.html#requirements">Requirement Specifications</A>. 39 </p> 40 </li> 41 42</ol> 43<p>Software Setup:</p> 44 45<ol> 46 <li> 47 PARTNER-CTR Debugger software setup must be complete. For more information, see the PARTNER-CTR Debugger setup manual. 48 </li> 49 <li>Install CTR-SDK. First, the folder in which CTR-SDK is installed must be set using the environment variable CTRSDK_ROOT and update to CTR-SDK-compatible firmware for devices used for preview.</li> 50 <li> Install NintendoWare. The Viewer will be installed in the Viewer folder below NintendoWare/CTR (indicated below as NW4C_ROOT). 51 </li> 52</ol> 53<BR> 54 55<h2><a name="startup">Starting Up</a></h2> 56<p>The procedure to start the Viewer is shown below:</p> 57<ol> 58 <li>Configure the Viewer's initial settings. 59 <p>If screen size settings are required, edit (NW4C_ROOT)/Viewer/dvdroot/viewer.ini.</p> 60 <p class="warn">This step will not be required at the next or subsequent times if those settings are not changed.</p> 61 <BR> 62 </li> 63 <li>Run the batch file used to start the Viewer.<BR> <BR> 64 <UL> 65 <li>Execute $(<CODE>NW4R_ROOT</CODE>)<CODE>/tools/Viewer/LaunchViewer.bat</CODE>. <BR> (Note: CTRSDK_ROOT must be set to the folder where CTRSDK is setup.) 66 </li> 67 </UL> 68 <BR> 69 </li> 70<!-- <li>PC上でMCSサーバが起動し、実機にViewerプログラムがロードされます。</li> <li>PARTNER-CTR DebuggerでViewer.cciを実行します。<BR> <BR> <UL> <li>$(NW4C_ROOT)/tools/Viewer/bin/Viewer.cciをPARTNER-CTR Debuggerにロードして実行します。<BR> </li> </UL> <BR> </li> <li>PC上でPARTNER-CTR HIO-Daemonを起動します。</li> --> 71 <li> 72 PARTNER-CTR HIO-Daemon will be disconnected if the development hardware is turned off or if the USB adapter is removed. Just reconnect if this happens. 73 <p class="warn"><B>Note:</B> If multiple development devices are connected to the PC, check the title bar of <CODE>PARTNER-CTR HIO-Daemon</CODE> because it displays the device currently communicating.<BR> You will not be able to connect to the Viewer if it is running on a different device than the one that HIO-Daemon is communicating with.</p> 74 </li> 75</ol> 76 77<h3><a name="caution">Notes</a></h3> 78 <h4>Note: If Viewer does not start correctly with PARTNER-CTR Debugger:</h4> 79 <UL> 80 <li>Is the CTRSDK_ROOT environment variable set? 81 <p>The CTRSDK_ROOT environment variable must be set to folder where the CTR-SDK is installed.</p> 82 </li> 83 <li>Is PARTNER-CTR HIO-Daemon running? 84 <p>HIO-Daemon must be installed and running.</p> 85 </li> 86 <li>Does the installed CTR-SDK support the PARNTER-CTR Debugger version being used? 87 <p>The version of the SDK set with CTRSDK_ROOT must be compatible with the PARTNER-CTR Debugger version being used.</p> 88 </li> 89 <li>Has the PARTNER-CTR Debugger firmware been updated to a supported version? 90 <p>In order to use PARTNER-CTR Debugger, it is necessary to update to the latest PARTNER-CTR Debugger firmware version supported by the SDK being set up. 91 </p> 92 </li> 93 </UL> 94 95<h2><a name="init">Initial Settings File</a></h2> 96<p> 97Edit the file $(NW4C_ROOT)/tools/Viewer/Viewer.ini with a text editor to change the screen settings displayed on Viewer. 98</p> 99<p> 100The Viewer.ini file is read each time Viewer is launched. If the settings are changed, Viewer must be restarted. 101</p> 102<BR> 103<p> The following items can be set:</p> 104 105 106 107 108<h3><a name="init_video">Screen Settings</a></h3> 109<p>Performs screen settings.</p> 110<p>Configure the values after the key names following <CODE>/system/video/</CODE> as shown below.</p> 111<p>Example: /system/video/clr_color = 0x404040FF</p> 112<BR> 113<TABLE class="explain" border="1"> 114 <THEAD> 115 <TR> 116 <TD>Key Name</TD> 117 <TD>Description</TD> 118 </TR> 119 </THEAD> 120 <TBODY> 121 <TR> 122 <TD>clr_color</TD> 123 <TD>Sets the clear color value.</TD> 124 </TR> 125 <TR> 126 <TD>clr_z</TD> 127 <TD>Sets the clear Z value.</TD> 128 </TR> 129 <TR> 130 <TD>color_fmt</TD> 131 <TD>Sets the color format. 132 <p> 133 RGBA8: Each of the RGBA components is 8 bits<br /> RGBA4: Each component is 4 bits<br /> RGB5_A1: The RGB components are 4 bits each and the A component is 1 bit<br /> RGB565: the RB components are 5 bits each and the G component is 6 bits.</p> 134 </TD> 135 </TR> 136 <TR> 137 <TD>depth_fmt</TD> 138 <TD>Sets the depth format. 139 <p> 140 D16: Depth is 16 bits<br /> D24: Depth is 32 bits<br /> D24_S8: Depth is 24 bits and stencil is 8 bits.</p> 141 </TD> 142 </TR> 143 </TBODY> 144</TABLE> 145 146 147 148 149<h3><a name="init_system">System Basics</a></h3> 150 <p> 151 Viewer mode settings are configured.</p> 152 <p> 153 Configure the values after the key names following /system/config/ as shown below.</p> 154 <p> 155 Specify path settings using in the form of full path plus filename.</p> 156 <p> 157 Example: /system/config/capture_image = C:\NintendoWare\CTR\tools\Viewer\Capture.bmp </p> 158<TABLE class="explain" border="1"> 159 <THEAD> 160 <TR> 161 <TD>Key Name</TD> 162 <TD>Description</TD> 163 </TR> 164 </THEAD> 165 <TBODY> 166 <TR> 167 <TD>default_mode</TD> 168 <TD> Sets the default mode when launching the Viewer. You can choose one of the following modes: 169 <p> 170 3D: 3D Mode<br />EFF: Effect Mode</p> 171 </TD> 172 </TR> 173 <TR> 174 <TD>default_model</TD> 175 <TD> 176 Sets the file path for the model that will be initially loaded by default.<BR> If nothing is specified, no model will be loaded by default. 177 </TD> 178 </TR> 179 <TR> 180 <TD>reload_target</TD> 181 <TD> 182 Sets the file reload path.<BR> If nothing is specified here, the reload path is set to <CODE>$(NW4C_ROOT)/temp/model.bcmdl</CODE>. 183 </TD> 184 </TR> 185 <TR> 186 <TD>capture_image</TD> 187 <TD> 188 Sets the path for saving screen captures.<BR> If nothing is specified here, the screen captures are saved to <CODE>$(NW4C_ROOT)/tools/Viewer/capture.bmp</CODE>. 189 </TD> 190 </TR> 191 <TR> 192 <TD>controller_mode</TD> 193 <TD>Sets the operation mode. (Currently cannot be set.)</TD> 194 </TR> 195 <TR> 196 <TD>frame_rate</TD> 197 <TD>Configures all of the animation frame rate.</TD> 198 </TR> 199 <TR> 200 <TD>frame_skip</TD> 201 <TD>Sets whether to skip animation frames when processing slows down. 202 <p> 203 0: Do not skip<br /> 1: Skip</p> 204 </TD> 205 </TR> 206 </TBODY> 207</TABLE> 208 209 210 211 212<h3><a name="init_g3d">3D Display Settings</a></h3> 213 <p> 214 Configures the 3D display settings.</p> 215 <p> 216 Be sure to set the values after the key names following /system/information/ as shown below.</p> 217 <p> 218 Example: /system/information/grid_visible = 1</p> 219<TABLE class="explain" border="1"> 220 <THEAD> 221 <TR> 222 <TD>Key Name</TD> 223 <TD>Description</TD> 224 </TR> 225 </THEAD> 226 <TBODY> 227 <TR> 228 <TD>sub_mode</TD> 229 <TD>Sets the Graphics sub-mode at Viewer startup. 230 <p> 231 CAM: Camera mode<br /> MNU: Menu mode</p> 232 </TD> 233 </TR> 234 <TR> 235 <TD>grid_visible</TD> 236 <TD>Sets whether grid display is enabled.<BR> 237 <p> 238 0: Do not display<br /> 1: Display</p> 239 </TD> 240 </TR> 241 <TR> 242 <TD>grid_scale</TD> 243 <TD>Sets the size of the grid scale when displaying the coordinate axes or grid.<BR> Specify a real number between 0.001 and 1000.0.</TD> 244 </TR> 245 <TR> 246 <TD>grid_num</TD> 247 <TD>Sets the number of divisions in the grid scale when displaying the coordinate axes or grid.<BR> Specify an integer between 1 and 20.</TD> 248 </TR> 249 <TR> 250 <TD>grid_color</TD> 251 <TD>Sets the grid color when displaying the grid.</TD> 252 </TR> 253 </TBODY> 254</TABLE> 255 256 257 258 259<h3><a name="init_g3d_scene">3D Default Scene Settings</a></h3> 260 <p> 261 Configures the 3D default scene settings.</p> 262 <h4> 263 Camera Settings</h4> 264 <p> 265 Configure by entering <CODE>/g3d/camera/</CODE> followed by the key names and their values, as shown in the example below:.</p> 266 <p> 267 Example: <CODE>/g3d/camera/rotation_init = 4.032</CODE></p> 268<TABLE class="explain" border="1"> 269 <THEAD> 270 <TR> 271 <TD>Key Name</TD> 272 <TD>Description</TD> 273 </TR> 274 </THEAD> 275 <TBODY> 276 <TR> 277 <TD>rotation_init</TD> 278 <TD>Sets the initial value for rotation velocity.</TD> 279 </TR> 280 <TR> 281 <TD>rotation_step</TD> 282 <TD>Sets the acceleration per frame for rotation velocity.</TD> 283 </TR> 284 <TR> 285 <TD>rotation_max</TD> 286 <TD>Sets the maximum rotation velocity.</TD> 287 </TR> 288 <TR> 289 <TD>translation_init</TD> 290 <TD>Sets the initial value for translation velocity.</TD> 291 </TR> 292 <TR> 293 <TD>translation_step</TD> 294 <TD>Sets the acceleration per frame for translation velocity.</TD> 295 </TR> 296 <TR> 297 <TD>translation_max</TD> 298 <TD>Sets the maximum value for translation velocity.</TD> 299 </TR> 300 <TR> 301 <TD>tilt_init</TD> 302 <TD>Sets the initial value for tilt velocity.</TD> 303 </TR> 304 <TR> 305 <TD>dolly_init</TD> 306 <TD>Sets the initial value for dolly translation velocity.</TD> 307 </TR> 308 <TR> 309 <TD>tilt_accel</TD> 310 <TD>Sets the acceleration versus pixels during tilt rotation.</TD> 311 </TR> 312 <TR> 313 <TD>tilt_decel</TD> 314 <TD>Sets the deceleration per frame for tilt rotation.</TD> 315 </TR> 316 <TR> 317 <TD>tilt_limit</TD> 318 <TD>Sets the velocity limit per frame for tilt rotation.</TD> 319 </TR> 320 <TR> 321 <TD>slide_accel</TD> 322 <TD>Sets the acceleration versus pixels during slide translation.</TD> 323 </TR> 324 <TR> 325 <TD>slide_decel</TD> 326 <TD>Sets the deceleration per frame during slide translation.</TD> 327 </TR> 328 <TR> 329 <TD>slide_limit</TD> 330 <TD>Sets the velocity limit per frame during slide translation.</TD> 331 </TR> 332 <TR> 333 <TD>tumble_x_inverse</TD> 334 <TD>Sets the tumble x inverse flag for camera-controlled rotation.<p> 335 0: Do not inverse<br /> 1: Inverse</p> 336 </TD> 337 </TR> 338 <TR> 339 <TD>tumble_y_inverse</TD> 340 <TD>Sets the tumble y inverse flag for camera-controlled rotation.<p> 341 0: Do not inverse<br /> 1: Inverse</p> 342 </TD> 343 </TR> 344 <TR> 345 <TD>track_x_inverse</TD> 346 <TD>Sets the tumble x inverse flag for camera-controlled translation.<p> 347 0: Do not inverse<br /> 1: Inverse</p> 348 </TD> 349 </TR> 350 <TR> 351 <TD>track_y_inverse</TD> 352 <TD>Sets the tumble y inverse flag for camera-controlled rotation.<p> 353 0: Do not inverse<br /> 1: Inverse</p> 354 </TD> 355 </TR> 356 <TR> 357 <TD>dolly_inverse</TD> 358 <TD>Sets the dolly inverse flag for camera-controlled translation.<p> 359 0: Do not inverse<br /> 1: Inverse</p> 360 </TD> 361 </TR> 362 <TR> 363 <TD>dolly_target_inverse</TD> 364 <TD>Sets the dolly target inverse flag for camera-controlled translation.<p> 365 0: Do not inverse<br /> 1: Inverse</p> 366 </TD> 367 </TR> 368 <TR> 369 <TD>tilt_x_inverse</TD> 370 <TD>Sets the x inverse flag for camera-controlled tilt.<p> 371 0: Do not inverse<br /> 1: Inverse</p> 372 </TD> 373 </TR> 374 <TR> 375 <TD>tilt_y_inverse</TD> 376 <TD>Sets the y inverse flag for camera-controlled tilt.<p> 377 0: Do not inverse<br /> 1: Inverse</p> 378 </TD> 379 </TR> 380 <TR> 381 <TD>fovy</TD> 382 <TD>Sets the view angle for the default camera.</TD> 383 </TR> 384 <TR> 385 <TD>position/x</TD> 386 <TD>Sets the x value for the default camera.</TD> 387 </TR> 388 <TR> 389 <TD>position/y</TD> 390 <TD>Sets the y value for the default camera.</TD> 391 </TR> 392 <TR> 393 <TD class="style2">position/z</TD> 394 <TD class="style2">Sets the z value for the default camera.</TD> 395 </TR> 396 <TR> 397 <TD>target_pos/x</TD> 398 <TD>Sets the x value of the default camera target.</TD> 399 </TR> 400 <TR> 401 <TD>target_pos/y</TD> 402 <TD>Sets the y value of the default camera target.</TD> 403 </TR> 404 <TR> 405 <TD>target_pos/z</TD> 406 <TD>Sets the z value of the default camera target.</TD> 407 </TR> 408 <TR> 409 <TD>up_vector/x</TD> 410 <TD>Sets the x value of the default camera up vector.</TD> 411 </TR> 412 <TR> 413 <TD>up_vector/y</TD> 414 <TD>Sets the y value of the default camera up vector.</TD> 415 </TR> 416 <TR> 417 <TD>up_vector/z</TD> 418 <TD>Sets the z value of the default camera up vector.</TD> 419 </TR> 420 <TR> 421 <TD>touch_panel_mode</TD> 422 <TD>Sets the touch panel operation mode. 423 <p> 424 NORMAL: Normal mode<br /> DRAG: Drag mode<br /> INERTIA: Inertia mode</p></TD> 425 </TR> 426 <TR> 427 <TD>near</TD> 428 <TD>Sets the camera near clip.</TD> 429 </TR> 430 <TR> 431 <TD>far</TD> 432 <TD>Sets the camera far clip.</TD> 433 </TR> 434 <TR> 435 <TD>depthLevel</TD> 436 <TD>Sets the distance in virtual space from the player's eyes to the base plane for the realism priority camera.</TD> 437 </TR> 438 <TR> 439 <TD>factor</TD> 440 <TD> 441 Sets the depth adjustment factor.<BR> (A value of 0 indicates no parallax. A value of 1 indicates standard parallax.) 442 </TD> 443 </TR> 444 <TR> 445 <TD>realSwitch</TD> 446 <TD>Sets whether to enable realism priority camera matrix calculations.<p> 447 0: Application-priority calculation method<br />1: Realism-priority calculation method</p> 448 </TD> 449 </TR> 450 </TBODY> 451</TABLE> 452 453 454 <h4> 455 Light Settings</h4> 456 <p> 457 Configure by entering <CODE>/g3d/light/ </CODE> followed by the key names and their values, as shown in the example below:.</p> 458 <p> 459 Example: /g3d/light/global_ambient_color = 0x333333FF</p> 460<TABLE class="explain" border="1"> 461 <THEAD> 462 <TR> 463 <TD>Key Name</TD> 464 <TD>Description</TD> 465 </TR> 466 </THEAD> 467 <TBODY> 468 <TR> 469 <TD>global_ambient_color</TD> 470 <TD>Sets the light color of the global ambient light using RGBA values.</TD> 471 </TR> 472 <TR> 473 <TD>light0_kind</TD> 474 <TD>Sets the light type. 475 <p> 476 DIRECTIONAL: Parallel light source<br /> POINT: Point light source</p> 477 </TD> 478 </TR> 479 <TR> 480 <TD class="style1">light0_ambient_color</TD> 481 <TD class="style1">Sets Ambient Color 1 of Light 0 using RGBA values.</TD> 482 </TR> 483 <TR> 484 <TD>light0_diffuse_color</TD> 485 <TD>Sets Diffuse 1 of Light 0 using RGBA values.</TD> 486 </TR> 487 <TR> 488 <TD>light0_specular0_color_specular0_color</TD> 489 <TD>Sets Specular 0 of Light 0 using RGBA values.</TD> 490 </TR> 491 <TR> 492 <TD>light0_specular1_color</TD> 493 <TD>Sets Specular 0 of Light 1 using RGBA values.</TD> 494 </TR> 495 <TR> 496 <TD>light0_direction/x</TD> 497 <TD>Sets the x value of the Light 0 direction vector.</TD> 498 </TR> 499 <TR> 500 <TD>light0_direction/y</TD> 501 <TD>Sets the y value of the Light 0 direction vector.</TD> 502 </TR> 503 <TR> 504 <TD>light0_direction/z</TD> 505 <TD>Sets the z value of the Light 0 direction vector.</TD> 506 </TR> 507 </TBODY> 508</TABLE> 509 510 511 <h4> 512 Effect Settings</h4> 513 <p> 514 Configure by entering <CODE>/effect/config/</CODE> followed by the key name and a value, as shown in the example below:</p> 515 <p> 516 Example: <CODE>/effect/config/max_frame_count = 200</CODE></p> 517<TABLE class="explain" border="1"> 518 <THEAD> 519 <TR> 520 <TD>Key Name</TD> 521 <TD>Description</TD> 522 </TR> 523 </THEAD> 524 <TBODY> 525 <TR> 526 <TD>sub_mode</TD> 527 <TD>Sets the Effect sub-mode at Viewer startup. 528 <p> 529 CAM: Camera mode<br /> MNU: Menu mode</p> 530 </TD> 531 </TR> 532 <TR> 533 <TD>max_frame_count</TD> 534 <TD>Sets the number of frames to loop when looping.</TD> 535 </TR> 536 <TR> 537 <TD>loop_flag</TD> 538 <TD>Sets whether looping is enabled.<p> 539 0: Do not loop<br /> 1: Loop</p> 540 </TD> 541 </TR> 542 </TBODY> 543</TABLE> 544 545<h3><a name="init_layout">Layout Settings</a></h3> 546 547<P>Makes layout settings.</P> 548<P>Configure by entering <CODE>/g2d/</CODE> followed by the key names and their values, as shown in the example below:</P> 549<P>(Example) <CODE>/g2d/perspective/fovy</CODE> = 45.0</P> 550<TABLE class="explain" border="1"> 551 <THEAD> 552 <TR> 553 <TD>Key Name</TD> 554 <TD>Description</TD> 555 </TR> 556 </THEAD> 557 <TBODY> 558 <TR> 559 <TD><CODE>projection</CODE></TD> 560 <TD>Specifies the camera mode. 561 <p>ORTHO: Parallel projection<br /> PERS: Perspective projection</p> 562 </TD> 563 </TR> 564 <TR> 565 <TD>z_compare</TD> 566 <TD>Specifies whether to perform Z comparisons. 567 <P> 568 OFF: Disable<BR> ON: Enable 569 </P> 570 When Z comparisons are enabled, even if panes have the same Z values, some of the panes (polygons) may be displayed in an order different from the drawing order. 571 </TD> 572 </TR> 573 <TR> 574 <TD>ortho/near</TD> 575 <TD>Sets the projection matrix near clipping value when the camera mode is ORTHO.<BR> Configure so that ortho/near < ortho/far.</TD> 576 </TR> 577 <TR> 578 <TD><CODE>ortho/far</CODE></TD> 579 <TD>Sets the far-clipping value for the projection matrix when the camera mode is ORTHO.<BR> Configure so that ortho/near < ortho/far.</TD> 580 </TR> 581 <TR> 582 <TD>perspective/fovy</TD> 583 <TD>Sets the default FOVY value.<BR> Specify a value from 1 to 179.</TD> 584 </TR> 585 <TR> 586 <TD>perspective/near</TD> 587 <TD>Sets the projection matrix near clipping value when the camera mode is <CODE>PERS</CODE>.<BR> Specify a positive value. Configure the setting so perspective/near < perspective/far.</TD> 588 </TR> 589 <TR> 590 <TD>perspective/far</TD> 591 <TD>Sets the far-clipping value for the projection matrix when the camera mode is <CODE>PERS</CODE>.<BR> Specify a positive value. Configure the setting so perspective/near < perspective/far.</TD> 592 </TR> 593 <TR> 594 <TD>stereo/factor</TD> 595 <TD>Sets the stereoscopic adjustment factor.<BR> (Specify a value the range of from 0 to 1. A value of 0 indicates no parallax. A value of 1 indicates standard parallax.)</TD> 596 </TR> 597 <TR> 598 <TD>stereo/real_switch</TD> 599 <TD>Sets whether to enable realism priority camera matrix calculations for stereoscopic vision.. 600 <p>OFF: Application-priority calculation method<br />ON: Realism-priority calculation method</p> 601 </TD> 602 </TR> 603 <!-- 未対応 <TR> <TD>wide_location/scale</TD> <TD>レイアウト配置モードが「SCRN:WIDE」のときに、「位置調整処理の対象とする」にチェックが入ったペインのスケールに対して除算する値を指定します。<br> 幅と高さの比率が4:3のレイアウトを16:9の比率で引き伸ばして利用する場合の値は、<br> 1.333333... = (16 ÷ 9) ÷ (4 ÷ 3)<br> となります。</TD> </TR> --> 604</TBODY> 605</TABLE> 606 607 608 <P> </P> 609 610<table border="0" height="100%"><tr><td style="background-color : white;"></td></tr></table> 611 612<hr><p>CONFIDENTIAL</p></body> 613</html> 614