Cafe Glossary

A    B    C    D    E    F    G    H    I    J    K    L    M    N    O    P    Q    R    S    T    U    V    W    X    Y    Z   

A

account ID Users enter and register this unique ID when creating a Nintendo Network account. After an account ID is modified or deleted, the original ID must never be used again.
The account ID consists of a string of 6 to 16 characters, including alphanumeric characters and the period (.), hyphen (-). and underscore (_). An ID may not start or end with a symbol, and it must not use two symbols in a row. For more information about the account IDs, see Wii U Overview on your local Nintendo developer support group website.
account system The Wii U account system links the system account that is provided by the Wii U console and the Nintendo Network account system that is universal across platforms and devices. For more information about the account system, see Wii U Overview on your local Nintendo developer support group website and the Wii U Account System Developer's Guide.
ACQUIRED_FOREGROUND ACQUIRED_FOREGROUND is shorthand for the OS_SYSTEM_MESSAGE_DATA0_ACQUIRED_FOREGROUND system message. Upon receipt of this message, the application has acquired the foreground and may now use all foreground resources. All drivers are ready and the game threads on all three cores are being scheduled. For more information, see Multicore Processing on the Wii U and the ProcUI Library Overview.
add-on content (AOC) Add-on content (AOC) is content that users may purchase and download from Nintendo eShop. Once purchased, it may be used in applications. For more information about the AOC, see Wii U Overview on your local Nintendo developer support group website. To learn how to deliver AOC to Nintendo eShop, see Wii U Add-On Content from Start to Finish and Add-On Content Purchase Confirmation Guide.
ADPCM See DSP-ADPCM.
AOC See add-on content.
AOC unique ID An AOC unique ID is used to reference groups of data titles which may be accessed by an application. You enter the AOC unique ID into one of the add_on_unique_id# fields in the meta.xml file for the application to give the application access to all content items released with that AOC unique ID. The unique ID consists of five hexadecimal numbers which are obtained from Nintendo of America (NOA) Submissions and Nintendo of Europe (NOE) Lotcheck. An AOC unique ID is part of the title ID for a data title. Taking into account the variation portion of the title ID, up to 256 data titles may use the same AOC unique ID. For instance, if the title ID for a data title is 0005000C154321FF, the AOC unique ID is 54321, and the variation (the least significant byte) is FF (255). For more information about AOC unique ID, see Wii U Add-On Content from Start to Finish and Add-On Content Purchase Confirmation Guide.
API An Application Programming Interface (API) is a protocol that software components use to communicate with each other. An API may include specifications for functions, data structures, object classes, and variables. For a list of the API Libraries for the Wii U, see Cafe API Libraries.
app.xml The app.xml file contains the application Title ID, type, and version information. The file is generated automatically by the SDK with default values that are appropriate for most of your development cycle.
application Your program, typically a game, is an application. An application runs as a process under Cafe OS. It has configuration data which enables various features and defines some basic dimensions, such as maximum code and data size. Once started, an application process resides in memory along with several system processes. However, only one application process exists in memory at any given time. In other words, yours is the only game in town.
Application Configuration Tool The Wii U Application Configuration Tool is used to create the app.xml, cos.xml, and meta.xml files when creating a master image. Use this tool to configure application and disc layout information, such as the ID to use or rating information, and write this information to setup files. The Application Configuration Tool also converts icons and other metadata to the correct format for inclusion in the WUMAD file. This tool may be obtained from your local Nintendo developer support group website.
Application Purpose Editor The Application Purpose Editor is software that is used to create and edit specifications that describe the purpose of an application, such as whether it includes a network release, for submission to Nintendo. If the purpose of an application changes, such as switching to dual distribution from this point forward, resubmit the application purpose with the additional uses added to it.
audio bus An audio bus consists of multiple audio channels. The number of supported buses varies for each output device. For example, the TV output device supports one main and three auxiliary buses.
audio channel An audio channel is a buffer of continuous sound data for a specified speaker of an output device. The number of available channels varies for each output device. For example, the TV output device supports left, right, center, surround-left, surround-right, and low-frequency effects (LFE) channels.
audio output device An audio output device is used to hear the sound from music files, movies, and games. These devices may be installed directly into the computer or game device or attached externally. There may be more than one output device that plays audio signals.
auxiliary bus (aux bus) The auxiliary bus (aux bus) is an audio API abstraction that feeds signals to external devices such as processors, monitor mixes, or effects devices. An aux bus enables you to add the same effect to many tracks, with the effected sounds blended with the original sounds in the stereo mix output.
Auto Power-Down (APD) The Auto Power-Down (APD) function enables the console to automatically power off after a specified period of user inactivity. The user may enable and disable this feature. For more information, see Auto Power-Down.
auto dimming See screen burn-in reduction.

Return to top

B

background (BG) Background (BG) is the state in which the application or process no longer has the user's focus and all foreground resources are controlled by another process or application. While in the background (BG or BG mode), the application or process has limited CPU cycles on Core 2 only. When the user presses the HOME Button, the game enters BG mode and the HOME Menu owns the user interface devices.
background (BG) applications Background (BG) applications are applications that do not own UI devices. When the user presses the HOME Button, the game enters BG mode and the HOME Menu (HBM) owns the user interface devices.
background-safe resources Background-safe resources are IO devices that the application may use while in the background, such as networking or the file system.
background stress mode The Wii U console performs several tasks in the background of the application, such as downloading data. Currently, the background processing may affect application processing, although there are plans to fix this in the future. Until that time, Nintendo has provided an environment called Background Stress Mode, in which background processing is performed at all times. Use this mode to check the affect of background processing on your application. For more information, see Wii U Background Stress Mode.
banning Access to network services may be blocked for a user if the user repeatedly engages in illicit actions or offensive speech. A user cannot authenticate a Nintendo Network account while this block is in effect.
blacklist The blacklist is used to manage players with whom the user does not want to communicate. The blacklist may be shared by all Wii U games. Users register other users to the blacklist by selecting them from Player History in the Friend List Viewer.
block-level emulation mode In block-level emulation mode, an abstracted master image may be generated on-the-fly and executed from the host PC file system via block-level emulation interface. This is a legacy mode maintained from previous console platforms. While it offers some performance advantages over the file-level emulation interface of caferun, this mode prevents write-access to the host PC directories with the application code, contents, and metadata. Without any options, cafediscrun operates in Block Emulation mode.
block-level emulation interface The block-level emulation interface derives a static block image – or layout – from the $CAFE_CONTENT_DIR directory on the host PC. The size limit for the block-level emulation interface is equal to the size of the Wii U optical disc. The image is created only once, when cafediscrun runs. The image is limited in size and is read-only for the duration of the application execution. These constraints exist because the image is meant to emulate a read-only storage medium, such as an optical disc.
boot mode The CAT-DEV supports two boot modes: NAND boot mode and PCFS boot mode. The CAT-DEV boot mode is reflected in the CAFE_BOOT_MODE environment variable which is set by the source setbootmode command. For information about how to change boot modes, see Change CAT-DEV Boot Modes.
BOSS Background online services (BOSS) is the name of the process and library that provide SpotPass functionality. For information about implementing SpotPass, see SpotPass Programming Manual.
BOSS storage The location where data downloaded by BOSS is stored. One area is created for each application at the same time that the save data area is created. Applications may access BOSS storage via an API function. For more information about BOSS storage, see SpotPass Programming Manual. For information about calculating BOSS storage size, see Calculating BOSS Storage Size.
build system The Cafe SDK uses a GNU makefile-based system to build the basic modules and programs for your application. The makefile system is fairly complex and requires the Cygwin bash shell environment. For more information, see Cafe SDK Build System.
built-in application Cafe provides two types of built-in applications: those that are co-resident with the main application, and those that replace the main application. Switching to a co-resident application triggers a foreground switch, but replacing the main application requires the current application to exit.
built-in fonts System fonts or built-in fonts are scalable fonts that are built into the Wii U console for use by Wii U application developers and planners. For more information about built-in fonts, see Wii U System Font Specifications.

Return to top

C

cache The Espresso CPU has 32KB of data cache and 32KB of instruction cache. Both of these blocks of memory have extremely fast 1-cycle access times.
Cafe Code name for the Wii U console.
cafe.bat Many of the Cafe Developer SDK environment settings on the host PC are variables that are defined in the cafe.bat batch script that is used to open the Cafe Cygwin shell. The cafe.bat script must be kept in the Cafe SDK root directory, $CAFE_ROOT.
Cafe Menu Code name for the Wii U Main Menu application.
cafediscrun The cafediscrun tool performs the same function as caferun, but runs a master image instead of running the application directly from the host PC file system. When executing a master image, the CAT-DEV uses a block-level interface that closely matches the behavior of production systems for disc-based games.
cafeon cafeon is a host PC tool that releases the CAT-DEV from reset and starts System Config Tool from the command line of a Cafe Cygwin shell. You must call cafeon before starting an application when the CAT-DEV is in NAND boot mode. For more information, see cafeon.
caferun caferun is a host PC tool that loads and executes a Cafe application on the CAT-DEV from Cafe Cygwin shell. For more information, see caferun.
cafestop cafestop is a host PC tool that stops the CAT-DEV, terminating anything that it is running.
cafeupdate cafeupdate is a host PC tool that upgrades or downgrades the boot firmware on the CAT-DEV to work with a specific release of the Cafe SDK. For more information, see cafeupdate.
cafex The cafex tool is a .NET application that executes Cafe applications without using Cygwin.
catalog Catalogs are the units in which developers submit add-on content and service items to Nintendo, and the units in which they are eventually released to the eShop. When you add a new catalog, the catalog is created with the status Developing. You may manage one data title and service title as multiple catalogs, and manage associations between each catalog and your items and content. Normally, a catalog transitions through states on its way toward a release. The content and items in each catalog are independent, so even if they are edited in one catalog, the changes do not affect any other catalogs.
CAT-DEV The Cafe Tool for Development (CAT-DEV) hardware system. The host PC provides file system emulation for the CAT-DEV application. This means that the application and its associated files may be generated and maintained on the PC. The host bridge hardware in the CAT-DEV transparently routes all file I/O requests to the PC. Burning an optical disc or installing content on the CAT-DEV internal storage is not necessary.
CAT-DEV One-Shot Updater The CAT-DEV One-Shot Updater updates CAT-DEV firmware directly to SDK 2.08.x or later without requiring intermediate steps. This update software may be used on all CAT-DEV MP hardware regardless of the SDK version that is currently installed.
NOTE:
The CAT-DEV One-Shot Updater software does NOT function on CAT-R hardware. For information on updating a CAT-R development system, see Update CAT-R Firmware.
CAT-R Cafe tool for disc Reader (CAT-R) is a Cafe development system that has an optical disc drive. It is similar to the Wii U retail system and should be used for final application testing.
CAT-R disc See optical disc. Use CAT-R discs that have Wii U and Nintendo trademarks.
CAT-R Writer The CAT-R Writer is a disc drive that connects to the host PC with a SATA cable. You must have a CAT-R Writer to create firmware update discs for CAT-R units. For more information, see Set Up the CAT-R Writer.
Classic Controller The external extension connector allows various extensions to be added to the Wii Remote for extended functionality. The Classic Controller is one of those devices. It adds the following functionality:
  • +Control Pad, A, B, X, Y, + Button and the - Button
  • L, R, ZL, and ZR Buttons (shoulder)
  • Left Stick and Right Stick analog controls
Classic Controller Pro The left and right analog buttons on the Classic Controller Pro are shaped different from the buttons on the Classic Controller. The quantity of analog input also differs. However, the Classic Controller Pro is recognized as a regular Classic Controller when it is attached to the Wii remote, so applications cannot distinguish between the two.
code directory The code directory contains the setup and executable (RPX and RPL) files. Specify this folder in the Application Configuration Tool as the output destination for the setup and executable files. Files in this folder are accessed only by the system.
console See Wii U console.
content Content is the data that the user may purchase. Add-on content instances are identified by an index beginning with a one (1).
content data Content data includes data files and assets that the application itself loads and uses, such as texture or sound data.
content directory The content folder contains the content data. The names of the subfolders placed under the content folder should be four-digit, hexadecimal consecutive numbers starting from 0010. Subfolders that do not follow this naming convention must not be placed directly under the content folder. Files also cannot be placed there. A maximum of 2000 subfolders may be placed directly under the content folder.
content item A content item is one unit of data. Content items may contain multiple files and/or actual in-game items. For example, one content item may add a new sword or a sword and shield. In an AOC submission to Lotcheck, a content item consists of all the files and directories in a folder in the submission content directory. The maximum size of a single content item is 4 GB.
co-resident application There are several commonly used co-resident applications, including the HOME Menu and e-manual applications. A process can use the SYSAPP Library to switch to these applications.
core Core refers to the instruction fetch and execution logic, including the level 1 (L1) cache, but excluding the storage subsystem, of the Espresso microprocessor.
core division Cafe core operating system (COS) divides the 3 Espresso cores between foreground and background applications. Core division is a highly deterministic resource division policy. For more information about core division, see Application Lifecycle.
COS The Cafe Core OS (COS) is made up of two RPLs, coreinit.RPL and coredyn.RPL, which uses coreinit. Both RPLs are loaded by the kernel before application code runs. For more information about COS, see Cafe Core OS (COS) Overview. For information about the COS commands, see Cafe Core OS (COS) Shell.
cos.xml The cos.xml file contains configuration information about your application, such as code and data sizes, stack sizes, runtime parameters, and flags. The file is generated automatically by the SDK with default values that are appropriate for most applications. When making a master image, this file is created by the Application Configuration Tool.
crossfade Crossfading is an audio mixing technique used in audio engineering. A mix engineer may record two or more takes of a vocal or instrumental part, and then create a final version that is a composite of the best passages of the takes by fading out one source of audio while simultaneously fading in another.
CTR Code name for the Nintendo 3DS.
country of residence The country of residence is the country in which the user resides. It must not be set to a country where Nintendo Network services are not available. Once set, users may not change the country of residence. See also region of residence. For more information about the country of residence, see Wii U Overview on your local Nintendo developer support group website.
current account The current account is the account that is currently being used. If a default account is configured, the User Selection screen is not displayed when the application starts, and the Wii U menu starts with the default account selected as the current account. It is not possible to start an application without first selecting a system account if a default account is not configured. For more information about the account system and current accounts, see Wii U Overview on your local Nintendo developer support group website.
Cygwin Cygwin is a Linux-like command environment for Windows, which is downloaded separately from the SDK. For more information, see Install Cygwin on the Host PC.

Return to top

D

Daily Log The Daily Log is a system application that logs the length of time that games are played on the Wii U on a per-account basis. The play time records on a Wii U may be accessed from any account on that system.
data cache (DC) The Espresso CPU data cache is divided into two parts, 16KB is used as a normal cache and 16KB is used as a locked cache.
data title A data title is a single collection of e-commerce items that were assigned an index starting from zero. Data titles are the unit used for registrations in Nintendo eShop that contain metadata and the add-on content that is actually being sold. Each data title consists of a unique variation of one of the title's AOC unique IDs and may contain up to 10 GB and 255 content items.
DataStore DataStore is an online storage feature provided by NEX. It may be used to exchange data between users.
date of birth The date of birth is used to determine the user's age. The user specifies any day between January 1, 1900 and December 31 of the year before registration of the system. System applications calculate the user's age based on UTC+12 time, regardless of the country or region of residence. For users in Japan, age is calculated based on 9 pm of the day before the date of birth.
DD for Windows DD for Windows is a software utility that enables you to backup and restore data on a removable disc. You may also save partition and other data to a removable disc. You use this utility to prepare an SD Card to update your CAT-DEV using the CAT-DEV One-Shot Updater.
default account The default account is the system account that is automatically selected when starting an application. If a default account is configured, the User Selection screen is not displayed when the application starts, and the Wii U menu starts with the default account selected as the current account. For more information about the account system and default accounts, see Wii U Overview on your local Nintendo developer support group website.
delta patch A delta patch is an update that uses only the data that was updated rather than the entire data set, which reduces the data size and the installation time compared to the typical process of rewriting all of the data. This mechanism is used when Wii U patch updates are performed commercially. The Wii U may use delta patches only to update an existing patch. For more information, see Programming Manual – Patches.
Digital Signal Processor (DSP) Cafe has one Digital Signal Processor (DSP) dedicated to rendering and mixing audio data. Assigning these tasks to the DSP reduces the load on the CPU.
disk definition file (DDF) The disk definition file contains information about the layout of the Cafe optical disc image. The default DDF file is located at:
  ($CAFE_ROOT)/system/bin/tool/mastering/resources/default.ddf
  
For more information about the default DDF file, see cafediscrun.
disc drive See Wii U disc drive.
disc image A disc image consists of one or more partitions, including system partition and application partitions. Each partition is also often referred to as volume or logical volume.
disc update (DUP) Uses an optical disc to perform a system update on a Wii U Console. A system update, if available, is for currently installed software. For information on using disc update with a CAT-R development system, see Update CAT-R Firmware.
Display Remote Control (DRC) See Wii U GamePad.
DRC-DK The standard DRC unit for Wii U development. Similar to a retail Wii U GamePad, the unit can be paired with any Wii U devkit (CAT-DEV or CAT-R).
DRC-DK MP Connects to a CAT-DEV or CAT-R wirelessly or by using a cable. The DRC-DK MP has a jack for making a wired connection.
DRC-DK-TV Functionally equivalent to the standard DRC-DK but with two exceptions. The DRC-DK-TV can only operate in wired mode, and has HDMI and audio output ports to facilitate video/audio capture from the DRC.
downgrade Downgrade indicates that an older version of the currently installed firmware may be installed.
NOTE:
After you upgrade your new CAT-DEV or CAT-R to version 2.07.03P1 or later, do not downgrade below version 2.07.03P1.
downloadable content Downloadable content is an e-commerce item that is categorized as actual data for users to purchase. Applications can access downloadable content that is downloaded by users.
DRC Host (DRH) The DRC Host (DRH) receives a converted image from the GPU, encodes the image, and then sends the encoded image to DRC.
DSP-ADPCM A compressed format for audio files that is supported by AX. The Cafe DSP efficiently decompresses this format.
dual-media applications Dual-media applications consist of disc and downloadable versions of the same title and are treated as the same product. The Wii U development environment and guidelines were designed to make the development of dual-media applications as transparent as possible.

Return to top

E

e-commerce item E-commerce item is the common term for add-on content, service items, and other items for sale in Nintendo eShop.
e-manual The e-manual is an electronic manual that is included with Wii U applications and accessed from the HOME Menu. Users may view the e-manual for an application while the application is running.
email address The user mail address:
  • May be a string with a maximum of 256 characters.
  • May contain upper-case letters, lower-case letters, numbers, and the following symbols:
         !  #  $  %  &  '  *  +  -  .  /  =  ?  @  ^  _  `  {  |  }  ~
  • Must not contain spaces.

For more information about the account system and email addresses, see Wii U Overview on your local Nintendo developer support group website.

error viewer The error viewer displays error messages, such as communication errors. For information about how to display messages for certain errors, see Wii U Error Viewer.
Espresso The Wii U uses the IBM® Espresso RISC Microprocessor, which is a single chip module that includes the three cores, level 2 (L2) and the common logic. For information about the Espresso CPU, see IBM Espresso RISC Microprocessor Developer's User Manual, Version 2 on your local Nintendo developer support group website.
EXIT EXIT is shorthand for the OSSYSTEM_MESSAGE_DATA0_EXIT system message. Upon receipt of this message, applications must prepare to exit.
external extension connector The external extension connector on the Wii Remote enables various extension devices to be added to the Wii Remote for additional functionality.
extra data Extra data is application data that is distributed by BOSS and stored in BOSS storage.

Return to top

F

File symbol table (FST) A File symbol table is an entry table for an entire disc volume. Its size depends on the number of files/directories in application data and total the length of their names.
firmware On the Wii U console, firmware is system software that is installed in the internal NAND, such as the boot loader. When the CAT-DEV boots in PCFS mode, the low-level boot firmware is stored in the internal NAND storage. The operating system, System Config Tool, system applications, and developer programs reside on the host PC. When the CAT-DEV boots in NAND mode, the low-level boot firmware, the operating system, System Config Tool, and other system applications are installed on the CAT-DEV internal NAND storage.
foreground (FG) Foreground is the state in which the application has control of the user's focus, where all user-related interface devices, such as graphics, audio, and controllers, are under the control of the foreground application. Cafe allows a single process to have exclusive control of the user interface devices.
foreground application Cafe allows a single application to have exclusive ownership of user interface devices (UI). The application that owns the UI devices is the foreground application.
foreground bucket The foreground bucket is an extra area of main memory in addition to the 1 GB that is available to the main application only when it is in the foreground (FG).
foreground resources Foreground resources are IO devices and other resources that are exclusive to the foreground process.
friend A friend is a user with whom you have exchanged friend information and established a friend relationship. All friends are managed by the friend list.
friend list The friend list is a list of users that are registered as friends that includes information about each friend that is registered. Users may be registered to a friend list in one of two ways:
  1. By selecting users from the Player History in the Friend List Viewer, and then sending them friend requests.
  2. By directly entering their account ID. Registering friends by entering account IDs is intended to be used when mutual agreement to form a friendship is already reached through some other means. The friend is not informed when they are registered.
Friend List Viewer With the Wii U, every account has a friend list, blacklist, and request list that may be shared by all applications. The Friend List Viewer is a Wii U system feature that manages these lists.
Friend Presence Friend Presence is a Wii U feature that enables users to check the gameplay status of their friends. Users may learn which games friends are playing and what friends are doing inside games. For more information about Friend Presence, see Friend Presence Overview.

Return to top

G

GamePad See Wii U GamePad.
gender The user's gender. Although the user must choose male or female, they may change this value at any time.
GPU7 The Wii U graphics processor.
Green Hills Software (GHS) See MULTI Tool Chain.
GX2 3D graphics API for the Cafe system. The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series graphics processors. The Wii U graphics processor is referred to as GPU7.

Return to top

H

hard disk emulation The CAT-DEV has an internal hard drive that emulates the Wii U optical drive. When enabled, this testing mode exercises software and hardware paths similar to those found on production systems. For more information, see Hard Disk Based Emulation.
headless mode See standalone mode.
HOME Menu (HBM) The HOME Menu (HBM) is a system application that is activated when the user presses the HOME Button on a GamePad or Wii Remote. The HBM provides a uniform interface that allows the user to select and use system applications, such as exiting an application, opening the Internet browser, accessing the e-manual reader, or adjusting various system preferences. The HBM is a system software component that is not linked to the game.
HOMEBUTTON_DENIED This is shorthand for the OS_SYSTEM_MESSAGE_DATA0_HOMEBUTTON_DENIED message. The user pressed the HOME Button when access to the HOME Menu is disabled.
Host Bridge Software The Host Bridge Software is a collection of tools that are installed on your host PC. This software communicates with your CAT-DEV to upload files and programs and to send and receive debugging information.
Host IO (HIO) Host IO is a socket-like communications interface to the host PC that uses dedicated channels provided by the host bridge hardware on the CAT-DEV. It is ideal for implementing "side band" development utilities that must not interfere with I/O interfaces that are reserved for game-related traffic (such as a network or USB). HIO is available only on the CAT-DEV. For more information, see Host IO Overview.

Return to top

I

IMAS The Item Management Server (IMAS) manages licensing information for add-on content and services. When developing add-on content and service items, developers register information about these items in IMAS. This registered information is then propagated to the Nintendo eShop server so that the relevant content or service may be purchased and downloaded using development hardware. Once development is complete, developers submit the information registered in IMAS to Lotcheck. IMAS consists of a server for registering licenses for add-on content and service items, plus a tool for uploading ROM data for add-on content (data title). For more information about IMAS, see IMAS Operations Manual for Developers on your local Nintendo developer support group website.
independent licensee servers In addition to servers provided by Nintendo, applications may connect to servers that are provided and operated independently by licensees ("independent servers"). For information about the authentication process when an application connects to an independent server and notes on using account information on an independent server, see Wii U Account System Developer's Guide.
inflight function Inflight functions are functions that are not completed when the game switches to background (BG) mode. These functions are suspended until the game returns to foreground (FG) mode. The length of the completion delay depends on when the user chooses to return to playing the game, which moves the game from BG mode to FG mode.
instruction cache (IC) The Espresso CPU has 32KB of data cache and 32KB of instruction cache. Both of these blocks of memory have extremely fast 1-cycle access times.
item An item is the unit of data that a user purchases from Nintendo eShop. It includes one or more content instances, and such attributes as the sale price, sale period, item name, description, and which icon to use.
item set An item set is a purchasable unit on the eShop. Item sets must contain at least one content item, but may contain up to 64 content items. For instance, you could have a shield and a helmet as individually purchasable content items, but also have an armor item set for sale which contains both of the content items for the shield and the helmet. You create and manage item sets entirely in IMAS.

Return to top

J

Join-In Join-In is a Wii U feature that notifies friends that they may join a game, and then allows those notified friends to join the game. Join-In notifications are implemented by using Friend Presence.
journaling The file system for the storage where the save data is created supports the journaling feature. All operations by the FS and SAVE APIs are temporarily recorded to journaling blocks by the journaling feature.

L

L1 cache The Espresso CPU L1 cache has 32KB of data cache and 32KB of instruction cache. Both of these blocks of memory have extremely fast 1-cycle access times.
L2 cache The Espresso CPU has 3 MB of embedded dynamic random access memory (eDRAM) that the three PowerPC cores use for L2 cache. The 3 MB of eDRAM is partitioned into a 512 KB block for Core 0, a 2 MB block for Core 1, and a 512 KB block for Core 2.
loader The loader is a COS entity that is responsible for loading code such as RPX and RPL files.
Launcher screen On the Launcher screen users may touch the icons that are displayed to start disc applications, downloadable applications, and system applications. For more information about the Launcher screen, see Wii U Overview on your local Nintendo developer support group website.
local account A local account is an account that may access only local features of the Wii U console. This account is used primarily to manage save data on a per-user basis. A local account may use only some network features. For more information about local accounts, see Wii U Account System Developers Guide.
locked cache Locked cache is a discrete chunk of high-speed memory that does not automatically map into main memory like the normal data cache. Locked cache is accessible to the CPU via a unique address range and may be used as a high-speed scratch pad. It may also be used with a DMA mechanism which quickly transfers data between main memory and the locked cache up to three times as fast as percolating the data from memory to the CPU through the normal data cache. However, the process of using the DMA to transfer data to and from the locked cache is not automatic like normal cache and must be explicitly coded into the program using the LCLoadDMABlocks and LCStoreDMABlocks functions. Unlike previous Nintendo consoles, the locked cache is always enabled.
Lotcheck Lotcheck is the final QA testing of your application to verify that there are no issues with the application and that it follows the Wii U Guidelines. See the Wii U Guidelines on your local Nintendo developer support group website.

Return to top

M

main application The main application (Process ID 2 or 15). There are several commonly used main applications, including Mii Studio, the account management application, and the system settings application. A process uses the SYSAPP Library to initiate a shutdown and restart for these applications.
main memory The Cafe Core OS (COS) places application code and data in main memory, with 1 GB of memory allocated to the production version of an application. For development, the CAT-DEV allocates 2 GB of memory to an application. For more information, see Basic Memory Allocation.
master archive A master archive is a packaged version of an application. The master archive (.wumad) file type does not include the padding data, and is normally much smaller than full master image files. Archive files are appropriate for testing by hard-disk emulation, and for submitting applications to Nintendo for publication.
master bus (main bus) A master bus is an audio API abstraction. The primary purpose of the master bus is to mix all of the tracks into two channels.
Master Editor Use the Master Editor to confirm that the content the Application Configuration Tool created is correct in the intermediate wumad file, and to embed the master ROM submission information in the intermediate WUMAD file. It is also used when creating the Master ROM Submission Sheet.
master image The master image (.wum) file is a full image of a Wii U application or data title. The image reflects the entire contents of a Wii U optical disc, and is suitable for creating R-Discs. The .wum file is always full disc size (25 GB) since it includes random padding data that fill up gaps between meaningful data parts.
master ROM The master ROM is the data for a Wii U master submission that is in a format called wumad. There are three types of master ROM:
  • Application – The data for an application that is either written to a disc or sold as a download.
  • Patch – Data for changing an application after it is released.
  • Downloadable content – E-commerce items that are categorized as actual data for users to purchase.
masterinfo.xml The masterinfo.xml file contains information about your application, including submission information, such as release date and submission date, company information, disc information, and the partition list.
mastering Mastering an application is the process of encapsulating the application and the associated data into an image format to enable publishing and distribution. For more information, see Mastering Cafe Applications.
MEM1 MEM1 is 32MB of fast eDRAM memory that is reserved for graphics rendering and is exclusive to the foreground process. For more information, see Basic Memory Allocation.
MEM2 See main memory.
meta.xml The meta.xml file contains product information and various settings that are needed by the system, such as the application title name, the company code, the product code, and the quota sizes. This file is generated automatically by the SDK with default values that are sufficient for most of your development cycle.
meta directory The meta directory contains the application metadata. Specify this folder in the Application Configuration Tool as the output destination for metadata.
metadata Application metadata is accessed by the Wii U Menu and other system features. Metadata files are located in the meta directory. Metadata includes:
  • Icon Image (iconTex.tga) that is displayed in the Wii U Menu.
  • Static Background Image for the startup screen (bootTvTex.tga) that is displayed on the TV when the application is started from the Wii U Menu.
  • Static Background Image for the startup screen (bootDrcTex.tga) that is displayed on the Wii U GamePad when the application is started from the Wii U Menu.
  • e-manual (Manual.bfma), which is the electronic user manual that the user may access from the HOME Menu.
  • Boot Sound (bootSound.btsnd) that is played when the application is started from the Wii U Menu. The sound may be played from the TV, the Wii U GamePad, or both.
  • Wii U logo video for the startup screen (bootMovie.h264) that is played in the top left of the TV screen when the application is started from the Wii U Menu. The default image included in the SDK is automatically included when creating the intermediate wumad file. Developers do not need to create their own image.
  • Nintendo logo data (bootLogoTex.tga) that is displayed in the top left of the Wii U GamePad when the application is started from the Wii U Menu. The default data included in the SDK is automatically included when creating the intermediate wumad file. Developers do not need to create their own logo. The logo varies depending on the logo type configured using the Application Configuration Tool.
  • The meta.xml file that contains product information and various settings that are needed by the system, such as the application title name, the company code, the product code, and the quota sizes. This file is created by the Application Configuration Tool. Developers do not need to directly check or edit the content of this file.
Mii characters Users create Mii characters by combining various character elements provided by Nintendo, in a manner controlled by Nintendo. User-generated content (UGC) guidelines apply when handling Mii characters. You must comply with the guidelines in the Mii Characters Volume when exchanging Mii characters. For more information about Mii characters and UGC guidelines, see Wii U Guidelines on your local Nintendo developer support group website.
Mii Maker Mii characters are created by using the Mii Maker application. Users may manually create characters by selecting parts or automatically create them by using a photograph of a face.
Miiverse Miiverse is a communication service that is designed to help players share their game information with other players. Operations in Miiverse are performed from the Miiverse application. For more information about Miiverse, see Miiverse Planning Guide on your local Nintendo developer support group website.
Multiprocessing (MP) tasks The Cafe SDK provides a Multiprocessor (MP) task API that contains a simple task queue that may be used for creating a thread pool. The MP library implements individual tasks using the MPTask structure. API functions in the MP library can process task queues manually or automatically.
MULTI Tool Chain The MULTI tool chain from Green Hills Software provides the compiler, linker, and debugger for the Cafe SDK. MULTI is installed separately from the SDK. For more information, see Install the MULTI Tool Chain from Green Hills Software.

Return to top

N

NAND boot mode Boot firmware, COS, System Config Tool, and other system applications are installed on the internal NAND storage. When you switch to NAND boot mode, any settings, installed applications, or saved data that is saved on the SLC or MLC are deleted as part of the update when the reformat is performed.
NAND boot mode more closely resembles the final retail system and enables you to use the CAT-DEV without a host PC. It is useful for large-scale program testing and validation before burning the program to optical disc.
NAND storage NAND storage is a type of non-volatile, flash memory that does not require power to retain data.
NBDL task A Nintendo batch download (NBDL) task is used to download data distributed from the BOSS data server. To distribute data securely, data is encrypted and given a Media Access Control value on the BOSS data server. The system then decrypts the data and verifies data integrity. For more information about NBDL tasks, see SpotPass Programming Manual.
near field communication (NFC) The Wii U GamePad has near field communication (NFC) hardware that enables users to establish communications by bringing other NFC-enabled devices into close proximity with the GamePad. For more information, see NFC Features.
NETIO_CHANGE This is shorthand for the OS_SYSTEM_MESSAGE_DATA0_NETIO_CHANGE message. NETIO_CHANGE informs the game that, while it is in the background, the foreground process may use the network stack heavily.
network account Network accounts are system accounts that are associated with Nintendo Network accounts and may use all available network features. Account information is saved both on the Wii U console and on the server. Users must enter information such as a user ID, password, email address, date of birth, address, and time zone to create a Nintendo Network account. Once a Wii U system account is associated with a Nintendo Network account, this information may be used from the Wii U console. For more information about network accounts, see Wii U Account System Developers Guide.
Network Update (NUP) Uses a network connection to discover and install a system update for a Wii U Console. A system update, if available, is for currently installed software.
Nintendo eShop Nintendo eShop is a system application that allows users to purchase add-on content and downloadable applications. The Wii U provides a system for online sales using Nintendo eShop.
Nintendo eShop server Nintendo eShop server is the server that hosts the e-commerce items listed for sale in Nintendo eShop.
Nintendo Figurine Platform (NFP) Nintendo Figurine Platform is a high-level library that supports amiibo™. Also referred to as "NFC Featured Platform".
Nintendo game server Server services are available by communicating with a Nintendo game server.
Nintendo Network Nintendo Network is a general term for network services that are offered on Nintendo platforms over the Internet. All services using Internet communications offered by applications targeting the Wii U console and other Nintendo platforms are part of the Nintendo Network. For more information about the Nintendo Network, see Wii U Account System Developer's Guide.
Nintendo tag (NTAG) library Nintendo tag library is a low-level library that is used for reading and writing features of the NOFT (Nintendo's proprietary tag format).
Nintendo TVii The Nintendo TVii service provides information related to TV programs and video content. Nintendo TVii offers different features in different markets that are designed to meet the needs of the various regional television cultures.
Nintendo Web Framework (NWF) The Nintendo Web Framework is a development environment and platform that is used to develop Wii U network-enabled applications using web technologies such as HTML5 and JavaScript rather than C or C++.
NintendoWare for Cafe (NW4F) NintendoWare for Cafe (NW4F) is the collective name for the tools and libraries used to develop graphics and sounds for Cafe game software. NW4F is middleware that Nintendo created and is free to developers. For more information and to download NW4F, see NintendoWare for Cafe on your local Nintendo developer support group website.
notifications Notifications are data displayed on the Notifications list. Notifications are stored in a special area of BOSS storage that is reserved for notifications.
Nunchuk The external extension connector allows various extensions to be added to the Wii Remote for extended functionality. The Nunchuk is one of those devices. It adds the following functionality to the Wii Remote:
  • 3-axis accelerometer
  • Analog Control Stick
  • C Button and Z Button

Return to top

O

OMAS Online Title MAnagement System (OMAS) is the website through which you apply for network services when developing an application that supports those network services. You also use OMAS to configure and manage the various server services that are used by your applications.
One-Shot Updater See CAT-DEV One-Shot Updater.
optical disc A Wii U optical disc is also known as a CAT-R disc or R-Disc. The total size of a Wii U optical disc is 23,866 MB (25,025,314,816 bytes). Blocks on the disc are reserved for metadata and system use. The application size is checked when you run an application in block emulation mode or when you master the disc image. Use optical discs that have Wii U and Nintendo trademarks.
optical disc drive (ODD) An optical storage device as used in a CAT-R. The device uses a laser light to read digital content that is stored on optical media.
overlay applications Overlay applications are a set of system applications that share a single process space in COS that is separate from your application's process. The overlay applications include things like the Internet browser, e-manual reader, and other utilities. All overlay applications are provided by Nintendo.

Return to top

P

paired single The 64-bit floating-point registers on the Espresso CPU may store a 64-bit double value or may disable half the register when storing a 32-bit single value. The Espresso floating-point registers have a paired single mode which enables one register to hold two independent 32-bit singles. For more information about paired singles, see Optimizing Math on the Espresso CPU.
paired single extensions The paired single extensions enable support for the data type __vec2x32float__, which represents a vector two 32-bit floating-point numbers. When possible, variables with this type are allocated to the floating-point registers. For more information about paired singles, see Optimizing Math on the Espresso CPU.
Parental Controls Parental Controls enable parents to restrict the use of some system and communication features. Parental Controls are accessed from the Wii U Menu.
patch A patch revises Wii U disc titles and download titles after they are released. For information about procedures and precautions related to the actual development of patches, see Programming Manual - Patches. For basic information and the Nintendo policies for patches, see Wii U Overview:Patches on your local Nintendo developer support group website and the section on patches in the Wii U Guidelines.
PCFS boot mode Only the low-level boot firmware is stored on the internal NAND storage. The operating system, System Config Tool, system applications, and developer programs reside on the host PC. PCFS boot mode, regardless of the transport choice, is not compatible with headless, or standalone mode, because PCFS requires file system service from the host PC, connected via Ethernet.
peer-to-peer (P2P) Internet communication Peer-to-peer (P2P) Internet communication handles Internet communication between two Wii U consoles without going through a server.
PIA Pia is a P2P communication library for Cafe. The Pia library is made up of several modules that implement P2P communication features that are designed to minimize dependencies on code in other modules. For more information, see the Pia Programming Manual that is included in the Cafe PIA package on your local Nintendo developer support group website.
preload file The preload file (preload.txt) specifies the RPX and RPL files to preload when preloading an application. For more information, see Preloading Applications.
principal ID A principal ID is a 32-bit value that is automatically assigned to a Nintendo Network account. This ID is guaranteed to be unique to each Nintendo Network account. Once assigned, it will never change.
process A process is an execution context for Cafe OS applications. A process includes memory, a dedicated address space, an instance of the application code and data, and other resources.
process switch The procedure in which one process yields foreground resources and some or all CPU time to another process. In Cafe, this procedure is cooperative. Both processes must handle process switching events explicitly.
ProcUI The ProcUI library was developed to simplify the process of switching from the foreground to the background and vice versa.

Return to top

Q

quota A quota is the maximum of space that may be used for save data. Specifying a quota enables an application to efficiently and fully use available storage capacity. An application specifies the quota in the meta.xml file for that application.

R

R-Disc See optical disc. Use optical discs that have Wii U and Nintendo trademarks.
RawDL task A RawDL task downloads data distributed from an URL specified to the task. Such tasks are generally used to download data distributed from an independent server. For more information about RawDL tasks, see SpotPass Programming Manual.
RawUL tasks A RawUL task uploads data to the URL specified in the task. This task type presumes that you are uploading data to an independent server. For more information about RawUL tasks, see SpotPass Programming Manual.
recordable media The Wii U console does not have a built-in hard drive. It uses the following types of recordable media:
  • Wii U built-in save memory – The Wii U has 8 GB or 32 GB of built-in NAND flash memory.
  • SD Memory Cards – You may use SD Cards with a maximum of 2 GB and SDHC Cards with a maximum of 32 GB. You may store proprietary data for applications and general data such as photographs on SD Cards. You may not store save data or game content on SD Cards.
  • External USB storage – USB storage devices include USB Flash drives, USB Solid State Drives (SSD), and USB Hard Disk Drives (HDD).
recovery mode Recovery mode is used when MLC is corrupted, wrong binaries were installed, or the system fails to properly boot due to a software bug. Recovery mode does not depend on PPC or any binaries that PPC is using. It also is not dependent on the state of MLC and to some extent on the state of SLC. Once recovery mode is entered, the system may be re-flashed. All data is erased and a new OS installation is performed.
region of residence The region of residence is the region in which the user lives. Depending on the country, this may be the state, province, prefecture, etc. This field is optional unless the country of residence is Canada. The region of residence may be changed by the user. See also country of residence. For more information about the account system, see Wii U Overview on your local Nintendo developer support group website.
RELEASE_FOREGROUND Shorthand for the OSMESSAGE_SYSTEM_DATA0_RELEASE_FOREGROUND system message. Upon receipt of this message, the application must yield foreground resources and prepare to move into the background.
RELEASE_FOREGROUND_SHUTDOWN_FLAG This is shorthand for the OS_SYSTEM_MESSAGE_DATA1_RELEASE_FOREGROUND_SHUTDOWN_FLAG message. RELEASE_FOREGROUND_SHUTDOWN_FLAG warns the application that a process switch is in progress that will shutdown the system or exit the application.
request list The request list manages friend requests that are sent to the local user. The request list may be shared by all Wii U games. Applications may retrieve the request list, but may not accept, delete, or reject requests.
resource division When the user presses the HOME Button and selects a system application, the Cafe Core OS (COS) divides its resources between the system applications and the game.
RPL The RPL is the dynamically linked application executable. A game uses several system RPLs and may use one or more of its own RPLs.
RPX The RPX is the main program for an application. Internally it is structured similarly to an RPL, but only one RPX is allowed per master image. For master ROM submissions, you must have the build target set to NDEBUG.

Return to top

S

save data Game applications create and delete save data for individual accounts in a save directory or common save directory. Save data behavior:
  • If an application is started from USB storage, save data goes into USB storage.
  • If an application is started from NAND, save data goes into NAND.
  • If an application is started from ODD and if there is already an app box created on NAND and USB, OR if there is no app box created on either, save data goes into USB.
screen burn-in reduction To mitigate the possibility of screen burn-in, the console automatically reduces the brightness of its video output after a specified period of user inactivity. For more information, see Screen Burn-In Reduction.
SDK installation directory The Cafe SDK installation path is maintained in $CAFE_ROOT environment variable. This variable is derived from the location of the cafe.bat script.
server services Server services are available by communicating with a Nintendo game server. The following services are provided:
  • Matchmaking
  • Ranking
  • Data store
  • Event notifications
  • Instant messaging
service item A service item is a unit of sales for online services. Service items may be purchased via Nintendo eShop or via an independent server. When selling service items via Nintendo eShop, the information that must be registered is different from that of add-on content, but the implementation needed to sell the service item is the same. There are restrictions on the kinds of items that may be sold on eShop. There are no restrictions on the kinds of items that you may sell via an independent server, but, when selling on an independent server, you must implement all of the required purchase processing on the server and in the application.
service title A service title contains multiple service items. You may manage one data title and service title as multiple catalogs, and manage associations between each catalog and your items and content.
service token When connecting to an independent server, authentication is handled using service tokens issued by the account server. A service token guarantees to an external server that the client account and device are successfully authenticated. When an application requests a service token, that service token must pass through Nintendo Network authentication before it is issued, so that the application can handle the result of authentication based on the response to the request. Service tokens are also issued in encrypted form. The server can verify that the client connecting to it has successfully been authenticated by decrypting and validating the service token that was sent from connection source to the server. For information about the authentication process when an application connects to an independent server and information about using account information on an independent server, see Wii U Account system Developer's Guide.
setup files The setup files are the files that contain the configuration created using the Application Configuration Tool. Developers do not need to directly check or edit the content of each file. The setup files include:
shared resources Shared resources are system resources that are also available to applications. The following shared resources are available:
For more information about the shared resources, see Wii U Overview on your local Nintendo developer support group website.
shutdown Shutdown is the process of ending the application. Your application must follow specific procedures to shut down. For information about shutting down your application and the shutdown sequence, see Shutting Down Your Application.
Software Development Kit (SDK) The Software Development Kit (SDK) contains a set of application programming interfaces (APIs) and other software development tools that are used to develop, build, run, debug, and master applications for the Wii U.
software keyboard A software keyboard is displayed on the Wii U GamePad or TV screen. Applications may call the software keyboard when users need to enter text, such as a name or password. For more information about the software keyboards, see Wii U Overview on your local Nintendo developer support group website.
Spark GPU Profiling Framework
Small Data Area Optimization (SDA) The Cafe SDK build system supports Small Data Area Optimization (SDA) that improves runtime performance. For more information about SDA, see Small Data Area Optimization (SDA).
SpotPass The SpotPass feature enables users to periodically download and/or upload data while the system is running by registering the communication tasks to be performed. It also makes it possible for downloads/uploads to be done at times chosen by the application. For more information about SpotPass, see Wii U SpotPass Planning and Operations Manual on your local Nintendo developer support group website. For information about implementing SpotPass, see Programming Manual: SpotPass.
standalone mode On CAT-DEV systems, you may run an application without a connection to the host PC if the system is configured to boot from NAND and the application is loaded onto the CAT-DEV. This configuration is referred to as "standalone" or "headless" mode. This allows you to simulate the retail console system as closely as possible.
stranger A stranger is defined as any user who is not a friend. Even real-life friends are classified as strangers if they are not added to the friend list on the Wii U.
SYSAPP The SYSAPP library is provided to enable a process switch to the Cafe built-in applications.
system accounts A system account is a user account that is created on the Wii U console. It may be used to create and configure Mii characters used with that account. System accounts make it possible to distinguish users on an account-by-account basis rather than on a device-by-device basis. A single system supports up to 12 system accounts. When a system account is deleted, the associations with the data for that account are deleted as well, allowing the user to create an additional system account in its place. For more information about system accounts, see Wii U Account System Developer's Guide.
system applications A set of applications are provided by Nintendo that reside in memory at the same time as the game application. Users may switch from playing the game to using these applications. See also Cafe built-in applications
System Config Tool Software utility that runs on a CAT-DEV or CAT-R, and helps users set up system configurations, manage titles, and save data necessary for game development. The System Config Tool replaces an older utility known as DevMenu.
system event System events include startup, shutdown, and foreground/background process transitions. System events are driven by one or more system messages that are broadcast to affected processes.
system message System messages are directives received via the system message queue. To service a system event, each process must handle the associated system message.
system menu The system menus start applications or start the system features provided by the Wii U system. There are two System Menus:
For more information about the system menus, see Wii U Overview on your local Nintendo developer support group website.
System Settings The System Settings application configures settings for production Wii U systems and Wii compatibility mode, performs system updates, and formats the system. The development version of System Settings is the System Config Tool.
System Update An update to the currently installed software to improve system performance or add new software features.

Return to top

T

task A unit of processing by BOSS. BOSS receives task registration from applications, and then executes them.
time difference The time difference is the offset from Coordinated Universal Time based on the time-zone setting. This may change depending on the time of year, because it takes daylight savings time/summer time into account. Users may not change this value directly.
Title ID The Title ID, a 64-bit value normally written in hexadecimal format, uniquely identifies your application to the Nintendo publishing system, online commerce infrastructure, and the platform itself. The Title ID is a concatenation of several values that collectively describe various aspects of your application. The SDK provides a default Title ID, which is sufficient for most of your development cycle. For more information, see Title ID.
transition audio Transition audio is an audio sample that is played when the system starts a title. The transition audio is part of the metadata for a title.
transition image Transition image is a video image that is displayed while the system starts an application. The transition image is part of a title metadata.

Return to top

U

UAC The UAC library is a derivative of the USB microphone library. Use this library whenever input functionality, such as a microphone, or output functionality, such as speakers, is desired.
Update An update indicates that the currently installed firmware may be upgraded to a newer version or downgraded to an older version of the firmware.
NOTE:
After you upgrade your new CAT-DEV or CAT-R to version 2.07.03P1 or later, do not downgrade below version 2.07.03P1.
upgrade Upgrade indicates that a newer version of the currently installed firmware may be installed.
user-generated content (UGC) User-generated content (UGC) includes the following types of data.
  • Text, such as character names, chat text, freely composed text, or other user-input strings.
  • Images, such as pictures drawn by the user in an application, or hand-written messages.
  • Photographs, such as image data captured using the camera on the Wii U GamePad, and the results of processing such captured image data. This includes any image data captured from other digital cameras.
  • Any type of video, including those made by putting images or photographs together.
  • Any type of audio data, not just recorded human voices.
For more information, see the Wii U Guidelines on your local Nintendo developer support group website.
user interface (UI) UI is everything that a human may use to interact with an electronic device. For the Wii U, this includes UI devices, display screens with instructions and information for the user, and game and other action screens with which the user interacts.
user interface (UI) focus The UI focus follows the foreground application or process. Secondary user interface controllers, such as cameras and microphones, also follow the user interface focus.
user interface (UI) device UI devices in Cafe include audio and other types of input devices, and video and other types of output devices. Cafe allows a single application to have exclusive ownership of UI devices. The application that owns the UI devices is the foreground application.
URCC Wii U Pro Controller
USB devices The Wii U hardware includes 4 USB ports (2 front and 2 rear) which can support a wide variety of USB-based devices. The Cafe SDK provides support for standard USB keyboards as well as a basic framework for supporting other USB HID devices.

Return to top

V

Visual Studio Integration (VSI) Cafe Platform The Visual Studio Integration (VSI) Cafe Platform is a tool that enables developers to write and build applications using Visual Studio. VSI Cafe Platform supports the Visual Studio concept of platforms. For more information and to download the tool, see VSI Cafe Platform on your local Nintendo developer support group website.
NOTE:
VSI Cafe Platform does not include Visual Studio. You must purchase Visual Studio separately.
voice chat The voice chat feature manages incoming and received calls and also processes audio during a call. You may use the VCT (Voice Chat) library to implement voice chat with the Wii U GamePad built-in microphone or a headset plugged into the GamePad.
VPAD The VPAD library APIs provide applications with functionality to read the various button and touch panel inputs of the Wii U GamePad hardware.

Return to top

W

WaraWara Plaza WaraWara Plaza allows users to see what applications other users are playing without having to start a specific viewer application. For more information about WaraWara Plaza, see Wii U Overview on your local Nintendo developer support group website.
Wii Balance Board The Wii Balance Board is another input device unique to Nintendo. The device was introduced on the Wii platform and consists of a large platform with 4 balance sensors on each corner. When a player stands or sits on the device each balance sensor detects the load applied to a particular corner. Applications can then interpret those values as input.
Wii U Bluetooth devices Wii U Bluetooth enabled hardware that includes the Wii Remote, Wii U Pro Controller, and the Wii Balance Board.
Wii compatibility mode The Wii U system in Wii compatibility mode is compatible with Wii applications. The Wii U switches to Wii compatibility mode when the user selects the Wii Menu icon, or when a Wii game disc is inserted and the disc application icon is selected. For more information about the compatibility features between the Wii U and Wii platforms, see Wii U Overview on your local Nintendo developer support group website.
Wii Menu e-manual The Wii Menu e-manual is the electronic manual for the features that are available in Wii compatibility mode.
Wii MotionPlus The Wii MotionPlus accessory attaches to the end of the Wii Remote controller. It has 3-axis gyro sensors that enable more comprehensive arm position and orientation tracking, which increases accuracy and enhances play control on compatible games.
Wii Remote controller The Wii Remote is the motion controller that was released with the Wii console. The Wii U hardware supports the original Wii Remote, the Wii MotionPlus accessory, and Wii Remote Plus units. Wii Remote features include:
  • 3-axis accelerometer
  • DPD sensor for pointing
  • +Control Pad, traditional face buttons and B Button
  • internal speaker and external extension connector
Wii Remote Plus controller The Wii Remote Plus controller incorporates the technology of Wii Remote and the Wii MotionPlus accessory, enabling more precise and detailed control of gameplay. The Wii Remote Plus is compatible with all Wii MotionPlus games without having to attach the Wii MotionPlus accessory.
Wii U Chat The Wii U Chat application allows users to chat with other users via video. Two Wii U consoles may chat with each other.
Wii U console The Wii U console includes a CPU with three enhanced Broadway cores, a system LSI that combines a GPU and a device I/O, and connectors for a number of peripheral devices. Use the Wii U GamePad, the Wii Remote Plus, the Wii Remote, the Nunchuk, and the Pro Controller to control the Wii U system.
Wii U disc drive The Wii U disc drive supports both Wii Game Discs and Wii U discs. Supported media include:
  • Wii U discs (12 cm, single-sided, single-layer: 25 GB)
  • Wii Game Discs (12 cm, single-sided, single-layer: 4.7 GB / single-sided, double-layer: 8.5 GB)
Wii U GamePad The Wii U GamePad (GamePad) is a controller for the Cafe system that has a built-in touch-panel LCD and outputs video and audio that is processed by the Wii U. The GamePad outputs video and audio processed by the Wii U, and inputs control information from the touch screen and buttons, audio from the onboard microphone, and video from the onboard camera to the Wii U. It is also referred to as the Display Remote Control (DRC). You may use the GamePad in the following configurations:
  • The TV and the GamePad connected to the Wii U system, with both displaying the main screen.
  • The TV and the GamePad connected to the Wii U system, with the TV displaying the main screen and the GamePad displaying a sub-screen.
  • The TV and the GamePad connected to the Wii U system, with the GamePad displaying the main screen and the TV displaying a sub-screen.
  • Only the GamePad connected to the Wii U system displaying the main screen and sub-screens.
  • Only the TV connected to the Wii U system, displaying the main screen and sub-screens.
  • Two GamePads connected to the Wii U system at the same time.
Wii U Guideline The Wii U guidelines were established to reduce problems in all aspects of developing and releasing an application. The guidelines stipulate the process that must be followed when making a Nintendo Wii U application. You may download the Wii U Guidelines for your local Nintendo developer support group website.
Wii U Menu The Wii U Menu is displayed after the user selects an account. The Wii U Menu comprises the following two screens: For more information about the Wii U Menu, see Wii U Overview on your local Nintendo developer support group website.
Wii U Menu Changer Wii U Menu Changer enables you to test applications in the retail console environment during development. For example, the Wii U Menu Changer must be installed for you to test switching to Nintendo eShop. For more information, see Wii U Menu Changer on your local Nintendo developer support group website.
Wii U Pro Controller The Wii U Pro Controller (URCC) is a wireless game controller intended for applications which lend themselves more to traditional non-motion control schemes. The Wii U Pro Controller features include:
  • Left and Right analog sticks with click buttons
  • +Control Pad, A, B, X, Y, + Button and the - Button
  • Rumble feature
Wii U R-Disc Writing Tool The Wii U R-Disc Writing Tool is used with the CAT-R Writer hardware to create discs for use in a CAT-R. For more information, see Wii U R-Disc Writing Tool on your local Nintendo developer support group website.
wum file A wum file is the fully-padded master image file that was created from a master archive.
wumad file A wumad file is the master archive file that contains the RPX and RPL executable files, data files used by the application, metadata accessed by system features, and other application information.
WUP WUP refers to the Wii U Console.

NOTE:
All company and product names in this manual are the trademarks or registered trademarks of their respective companies.

Return to top

Revision History

2014-05-06 Updated Trademark terms.
2014-04-11 Updated 'overlay application' description.
2014-03-26 Added DRC-DK. MP, TV terms.
2014-03-17 Added SDA term.
2014-02-21 Fixed incorrect description.
2013-12-18 Added UAC description.
2013-12-02 Worked link anchor.
2013-11-27 Worked broken link.
2013-05-08 Automated cleanup pass.


CONFIDENTIAL