SMDH

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Revision as of 16:25, 24 April 2012 by 3dsguy (talk | contribs)
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This page describes the format of the icon stored at CXI ExeFS:/icon and CIA icons. The size of icons is 0x36c0 bytes. The CXI icon is displayed by homemenu, while CIA icons are dummies and not yet utilised by Dev 3DS'.

Format

OFFSET SIZE DESCRIPTION
0x00 0x04 Magic 'SMDH'
0x04 0x04 Reserved
0x8 0x1600 11 application titles structs, each 0x200 bytes
0x1608 0xA38 ?
0x2040 0x1680 Icon graphics

Application Titles

START SIZE DESCRIPTION
0x00 0x80 Short Description
0x80 0x100 Long Description
0x180 0x80 Publisher

All encoded in UTF-16. There are 11 app title structs, each one for separate languages.

The languages by order of appearance:

  • 1st: Japanese title name
  • 2nd: English title name
  • 3rd: French title name
  • 4th: German title name
  • 5th: Italian title name
  • 6th: Spanish title name
  • 7th: Chinese title name
  • 8th: Korean title name
  • 9th: Dutch title name
  • 10th: Portuguese title name
  • 11th: Russian title name

Icon graphics

At offset 0x2040, there are two icons:

START SIZE DESCRIPTION
0x2040 0x480 Small - 24x24 (shown on top screen when pausing the app)
0x24C0 0x1200 Large - 48x48 icon (the general icon)

Both of the icons are encoded in RGB565 meaning 16bpp. Although both icons are known to be RGB565, developers have the option of encoding icons (and banners) with the following encodings :

  • RGBA8
  • RGB8
  • RGBA5551
  • RGB565
  • RGBA4
  • LA8
  • HILO8
  • L8
  • A8
  • LA4
  • L4
  • ETC1
  • ETC1A4

This does not necessarily mean the other encodings will be used, it is just that those are the options when compiling. Like we've seen with Super Mario 3D Land Nintendo has changed save file encryption, and likewise they can encode icons and banners differently should they choose to. Currently we've seen just RGB565 so don't be fooled if an icon doesn't show up right! It is probably one of these formats above. Although we will probably not see other formats used for a while it's nice to know they have an opportunity to change.

There's a header of 0x40 bytes and then comes the raw data.

The data is encoded in tiles (starting from size 8x8, continuing recursively).

If the buffer is like this:

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Then the image would look like this:

x=0 x=1 x=2 x=3 x=4
0 1 4 5 16
2 3 6 7 ...
8 9 12 13
10 11 14 15