

#define NA_SUBBANNER_PALETTE_NUM    16
#define NA_SUBBANNER_CHARACTER_NUM  16
#define NA_SUBBANNER_PATTERN_NUM    8
#define NA_SUBBANNER_CONTROL_NUM    64
typedef struct NASubBannerControl
{
    u8 frameCount : 8;
    union
    {
        struct
        {
            u8 cellNo   : 3;
            u8 plttNo   : 3;
            u8 reserved : 2;
        }
        frameInfo;
        u8 animeType;
    };
}
NASubBannerControl;
typedef struct NASubBannerAnime
{
    GXCharFmt16         image   [ NA_SUBBANNER_PATTERN_NUM ][ NA_SUBBANNER_CHARACTER_NUM ];
    GXRgb               pltt    [ NA_SUBBANNER_PATTERN_NUM ][ NA_SUBBANNER_PALETTE_NUM ];
    NASubBannerControl  control [ NA_SUBBANNER_CONTROL_NUM ];
}
NASubBannerAnime;
typedef struct NASubBanner
{
    NASubBannerHeader   header;
    NASubBannerAnime    anime;
}
NASubBanner;
These sub-banner structures are used by the NA_SaveSubBanner and NA_LoadSubBanner functions. The details of each member are as follows.
| header | The sub-banner header. It has a CRC value that should be set to the proper value with the NA_MakeSubBannerHeaderfunction when the followinganimemember is edited. | 
| anime | Animation data. See the following topics. | 
| image | Sub-banner character data. It is formatted with 4-bit index values into the color palette. The displayed image is the same as when GX_OAM_SHAPE_32x32is specified as the shape argument to theG2_SetOBJAttrfunction. | 
| pltt | Sub-banner color palette. It is formatted using the GXRgbtype. The displayed image is the same as whenGX_OAM_COLORMODE_16is specified as the color argument to theG2_SetOBJAttrfunction.You can use only one 16-color palette. Use palette 0. Do not use palettes 1 through 7. | 
| control | Animation control data. See the following topics. | 
image and pltt, see OBJ > Character OBJ > Character Data Format > 16-Color Mode in the TWL Programming Manual.
| frameCount | Use the following parameters up to the frame set by frameCount.Set a 0 in the terminating block. | 
| cellNo | Sets which number imageto use from theNASubBannerAnimestructure.Setting the terminating block to 0 results in a loop, and setting it to 1 causes playback to stop at the last frame. | 
| plttNo | Sets the number of the plttto use in theNASubBannerAnimestructure.Always set it to use number 0. | 
| reserved | The reserved region. (Previously, it contained flipHandflipV, but they have been removed.) | 
2011/04/08 Noted that flipH and flipV have been replaced with reserved.
2008/11/04 Added animation restrictions.
2008/09/17 Split flipType into flipH and flipV. Added to frameCount.
2008/09/16 Initial version.
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