Changes

391 bytes added ,  05:53, 11 December 2006
Added some info on unicode characters and feature types.
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=== Mii format ===
 
=== Mii format ===
Strings are apparently stored in Unicode format (UTF-16), big-endian. Each Mii is 0x4a bytes:
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Strings are apparently stored in Unicode format (UTF-16), big-endian. Miis with Japanese Unicode characters in their names work (and are displayed correctly) on US Wii hardware.
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Data Validation on the Wii:
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Data Validation in the Mii Channel:
    
Setting invalid facial features, or colors over the limit (with the exception of Favorite color) in any fields appears to invalidate that Mii, and it does not show up when the Wiimote slots are viewed on the Wii (though all other Miis on the Wiimote do show up).
 
Setting invalid facial features, or colors over the limit (with the exception of Favorite color) in any fields appears to invalidate that Mii, and it does not show up when the Wiimote slots are viewed on the Wii (though all other Miis on the Wiimote do show up).
    
Weight and height seem to be clamped to 0x7F.  Setting these bytes of 0xFF does not result in a super tall or fat Mii, but one exactly the same as if 0x7F were set.  When the Mii is edited on the Wii then saved back to the controller, these bytes are back to 0x7F.
 
Weight and height seem to be clamped to 0x7F.  Setting these bytes of 0xFF does not result in a super tall or fat Mii, but one exactly the same as if 0x7F were set.  When the Mii is edited on the Wii then saved back to the controller, these bytes are back to 0x7F.
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Feature types, such as hair type, mustache type, nose type, face shape, etc, appear to be using a pre-determined set of valid entries.  For example, two hair styles that appear sequentially in the Mii channel editor may have very different hair type IDs in the Mii data.
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Each Mii is 0x4a bytes:
    
Mii data structure (work in progress):
 
Mii data structure (work in progress):
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