1. Introduction

This document provides 3DS application developers with an overview of CTR features, functions used, and programming procedures.

2. System provides hardware block diagrams and overviews of the various features. Refer to this chapter for an overall grasp of the whole system.

3. Memory and Nintendo 3DS Game Cards describes system memory regions and Nintendo 3DS Game Card memory regions. Refer to this chapter to learn about memory maps and proper CTR memory usage.

4. Software Configuration describes the various types of software and libraries, and how they are organized. Refer to this chapter for information about differences between the hardware and application types, and about the libraries included in the SDK.

5. Initializing Applications and Handling State Transitions describes the processes required to run an application and to properly transition through system states such as Sleep Mode. Refer to this chapter for explicit initialization and state transitioning procedures, and code examples.

6. Input From Input Devices describes how to use the various input devices in an application. Refer to this chapter for more information about using key input, accelerometer, touch panel, gyro sensor, microphone, and camera.

7. File System describes how to access media files and directories. Refer to this chapter for details on accessing files located on a Nintendo 3DS Card and its backup memory, or in SD cards.

8. Time describes time-related features, such as ticks, timers, alarms, and the real-time clock (RTC). Refer to this chapter for more information about measuring the passage of time or using the RTC.

9. Threads describes threads and classes used to synchronize multiple threads. Refer to this chapter for more information about how to create threads and how to share resources between multiple threads.

10. Sound describes how to use the libraries needed for sound playback. Refer to this chapter for more information about playing back sounds in your application.

11. System Settings describes how to access settings such as the user's name or the sound output mode. Refer to this chapter for more information about retrieving such information in your application.

12. Applets describes how to use applets from within an application. Refer to this chapter to learn how to use applets provided on the 3DS.

13. Supplemental Libraries describes how to use the libraries that provide functionality specific to the 3DS family. Refer to this chapter to learn how to access pedometer information and built-in resources.

14. Infrared Communications Between Systems describes how to use the libraries needed by the infrared communications module. Refer to this chapter to communicate between systems using infrared communications.

15. Differences Between TWL Mode and Actual TWL System describes the differences in operations of a 3DS system operating in TWL emulation mode and an actual TWL system. Refer to the cautions mentioned in this chapter when developing applications for Nintendo DS-family systems that will also run on 3DS systems.

Note:

For more information about the graphics features, see the separate 3DS Programming Manual: Basic Graphics and 3DS Programming Manual: Advanced Graphics.


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