Home Menu/Themes: Difference between revisions
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Revision as of 07:07, 15 November 2014
This page describes the formats/structure of the data stored in RomFS for Home Menu DLC, for themes.
Control Content
The control content has content-index 0. It's unknown what if any of this is Home Menu specific.
RomFS structure:
- "MetaDataContentHeader.bin": Unknown, size is 0x44-bytes.
- "ContentInfoArchive_<region>_<lang>.bin" Contains the list of all DLC content available under this DLC title(which can include DLC that's not yet accessible via the shop). <region> can be "USA", etc. <lang>, for the US title: "en", "es", "fr", and "pt".
- "icons/<decimal_id>.icn" Contains the raw DLC icon image data, without any header. 48x48 tiled RGB565.
ContentInfoArchive entry format, size 0xC8(this file contains the following entry for each of the DLC content):
| Relative offset | Size | Description |
|---|---|---|
| 0x0 | 0x4 | Content index - 1 |
| 0x4 | 0x4 | 0x0 = disabled, 0x1 = enabled. |
| 0x8 | 0x40 | char string for the title text. |
| 0x48 | 0x88 | char string for the description text. |
The first entry is a "header": contentindex val=1, second word = <total DLC content excluding DLC control content>. The two strings are set to dummy text.
Theme Content
RomFS structure:
- "bgm.bcstm": Background music, see here.
- "body_LZ.bin": LZ11 compressed blob containing the rest of the theme data(graphics + optional CWAVs).
Decompressed body_LZ.bin structure
| Offset | Size | Description |
|---|---|---|
| 0x0 | 0x4 | Version (Must be 1) |
| 0x4 | 0x1 | Unknown |
| 0x5 | 0x1 | 0 = unknown, non-zero = unknown. |
| 0x8 | 0x4 | Normally zero(not used?). |
| 0xC | 0x4 | Must be <4. Top screen draw type: 0 = none, 1 = solid color(see below), 2 = extension of val1(see below), 3 = texture. |
| 0x10 | 0x4 | Top screen frame type: 0 = solid color(uses texture1 internally), 1 = texture0, 3 = texture1. |
| 0x14 | 0x4 | Offset for the top screen solid color data. |
| 0x18 | 0x4 | Top screen texture offset, see below. |
| 0x1C | 0x4 | Additional top-screen texture offset, used with draw-type val2. This is optional when using draw-type val2. |
| 0x20 | 0x4 | Must be <4. Bottom screen draw type: 0 = none, 1 = solid color(see below), 2 = invalid, 3 = texture. |
| 0x24 | 0x4 | Bottom screen frame type: 0 = solid color(uses texture4 internally), 1 = texture2, 2 = texture3, 3 = texture4, 4 = texture3. |
| 0x28 | 0x4 | Bottom Screen Solid Color/Texture offset, see below. |
| 0x2C | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x30 | 0x4 | Offset to a 0xC-byte block. |
| 0x34 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x38 | 0x4 | Offset to a 0xC-byte block. |
| 0x3C | 0x4 | Must be <2. 1 = enables usage of the following two fields. |
| 0x40 | 0x4 | Offset to the data for texture6. |
| 0x44 | 0x4 | Offset to the data for texture7. |
| 0x48 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x4C | 0x4 | Offset to a 0xD-byte block. |
| 0x50 | 0x4 | Must be <2. 1 = enables usage of the following two fields. |
| 0x54 | 0x4 | Offset to the data for texture8. |
| 0x58 | 0x4 | Offset to the data for texture9. |
| 0x5C | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x60 | 0x4 | Offset to a 0xD-byte block. |
| 0x64 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x68 | 0x4 | Offset to a 0x9-byte block. |
| 0x6C | 0x4 | Must be <2. 1 = enables usage of the following two fields. |
| 0x70 | 0x4 | Offset to a 0x20-byte block. |
| 0x74 | 0x4 | Offset to a 0x20-byte block. |
| 0x78 | 0x4 | Must be <3. 1 = enables usage of the following field. |
| 0x7C | 0x4 | Offset to a 0xD-byte block. |
| 0x80 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x84 | 0x4 | Offset to a 0xD-byte block. |
| 0x88 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x8C | 0x4 | Offset to a 0x9-byte block. |
| 0x90 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x94 | 0x4 | Offset to a 0xD-byte block. |
| 0x98 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0x9C | 0x4 | Offset to a 0x20-byte block. |
| 0xA0 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0xA4 | 0x4 | Offset to a 0x15-byte block. |
| 0xA8 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0xAC | 0x4 | Offset to a 0xC-byte block. |
| 0xB0 | 0x4 | Must be <2. 1 = enables usage of the following field. |
| 0xB4 | 0x4 | Offset to a 0x6-byte block. |
| 0xB8 | 0x4 | Must be <2. 1 = below audio data section is used, otherwise it's not used. |
| 0xBC | 0x4 | Audio data section size, this must be <=0x2DC00. |
| 0xC0 | 0x4 | Offset for the audio data section. |
The filesize is aligned to 0x10-bytes. The filesize must be at least 0xC4-bytes, due to padding/alignment the first block of data after the header is normally located at 0xD0.
With the solid-color data, there's 5-bytes located at the solid-color data offset. With draw-type val2, there's 7-bytes located here. The first 4-bytes located here is RGBA8888 pixel data, the rest is unknown.
With draw-type val2, texture5 is also used(this likely isn't used for the entire top-screen). With draw-type val2, an extra texture with the same format/dimensions as texture5 can be used, when the additional texture offset field is set.
Textures
| ID | Color format | Texture display dimensions | Texture data dimensions | Description |
|---|---|---|---|---|
| 0 | Tiled RGB565 | 412x240 | 512x256 | This is the texture used for the top-screen background, when the frame-type is set for this one. |
| 1 | Tiled RGB565 | 1008x240 | 1024x256 | This is the texture used for the top-screen background, when the frame-type is set for this one. |
| 2 | Tiled RGB565 | 320x240 | 512x256 | This is the texture used for the bottom-screen background, when the frame-type is set for this one. |
| 3 | Tiled RGB565 | 960x240 | 1024x256 | This is the texture used for the bottom-screen background, when the frame-type is set for this one. |
| 4 | Tiled RGB565 | 1008x240 | 1024x256 | This is the texture used for the bottom-screen background, when the frame-type is set for this one. |
| 5 | RGBA8888 | 64x64 | 64x64 | This is used with the top-screen when top-screen draw-type is val2, see above. |
| 6 | BGR888 GPU texture color-format value 0x6 | 74x64 | 128x64 | |
| 7 | BGR888 GPU texture color-format value 0x6 | 82x64 | 128x64 | |
| 8 | RGBA8888 | 36x72 | 64x128 | |
| 9 | RGBA8888 | 25x50 | 32x64 |
Audio data section
| Offset | Size | Description |
|---|---|---|
| 0x0 | 0x4 | Unknown |
| 0x4 | 0x4 | Unknown |
| 0x8 | Beginning of the audio data entries. |
The audio data section contains the sound effects for this theme.
Audio data entry structure:
| Offset | Size | Description |
|---|---|---|
| 0x0 | 0x4 | CWAV size. |
| 0x4 | 0x4 | Unknown |
| 0x8 | CWAV |
In certain cases there may be more data starting at offset 0x8 than what's listed above, before the CWAV.
Built-in themes
The built-in themes are stored at Home Menu RomFS:/theme/<Color>_LZ.bin, the format appears to be the same as body_LZ.bin in the theme DLC content.