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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 &lt; 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 &lt; 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 &lt; 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 &lt; 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