Themes

Themes

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”: Describes the number of themes and languages in the control content.
  • “ContentInfoArchive__.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). can be “USA”, etc. , 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.

The below structures are little-endian.

MetaDataContentHeader.bin format:

Relative offsetSizeDescription
0x00x4Version - always 0x1
0x40x4Number of enabled themes
0x80x4Total number of themes
0xC0x4Observed 0x300030
0x100x4Magic, 0xDEADBEEF
0x14..0x2C0x2This data is sorted by region (JPN at 0x14, US at 0x18, etc.). This is the target region.
0x16..0x2E0x2Primary language for region? (0x0 for JPN, 0x1 for US and EU)
0x300x4Number of ContentInfoArchive languages
0x34+i0x2ContentInfoArchive region
0x36+i0x2ContentInfoArchive language

ContentInfoArchive header format, size 0x08:

Relative offsetSizeDescription
0x00x4Version? - always 0x1
0x40x4Number of theme entries that follow.

ContentInfoArchive theme entry format, size 0xC8 (the file contains the following entry for each of the DLC themes):

Relative offsetSizeDescription
0x00x40char string for the title text.
0x400x80char string for the description text.
0xC00x4Content index
0xC40x40x0 = disabled, 0x1 = enabled.

The first entry is set to dummy text, “content index” of 0 (invalid), and disabled.

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 #

OffsetSizeDescription
0x00x4Version (Must be 1)
0x40x1Unknown
0x50x10 = disable usage of bgm.bcstm, non-zero = enable usage of bgm.bcstm.
0x80x4Normally zero(not used?).
0xC0x4Must be <4. Top screen draw type: 0 = none, 1 = solid color, 2 = solid color with textured squares, 3 = texture.
0x100x4Top screen frame type, when draw-type is 3: 0 = texture1 (regular scrolling speed), 1 = texture0 (no scroll), 3 = texture1 (slow scrolling speed).
0x140x4Offset for the top screen solid color data. Length of data is either 5 or 7, depending on whether the top screen’s draw type is 1 or 2. If draw-type = 1, the first three bytes are the background colour, the next adjusts the background gradient (0=none, 255=fade all the way to white at the top), and the last controls the opacity of the squares that float in front of the background.
0x180x4Top screen texture offset, if draw-type has value 2 this offset points to texture5
0x1C0x4Additional top-screen texture offset, used with draw-type has value 2, this offset points to texture6. This is optional when using draw-type val2.
0x200x4Must be <4. Bottom screen draw type: 0 = none, 1 = solid color(see below), 2 = invalid, 3 = texture.
0x240x4Bottom screen frame type, when draw-type is 3: 0 = texture4 (regular scroll), 1 = texture2 (no scroll), 2 = texture3 (flipbook scroll, 0 > 1 > 2 > 0), 3 = texture4 (slow scroll), 4 = texture3 (flipbook scroll, 0 > 1 > 2 > 1 > 0).
0x280x4Bottom Screen texture offset.
0x2C0x4Must be <2. 1 = enables usage of the following field.
0x300x4Offset to a 0xC-byte block. The block contains four RGB888 colours that affect the cursor, as it expands and contracts. These are the border colour, main colour, unknown, and expanded glow colour.
0x340x4Must be <2. 1 = enables usage of the following field.
0x380x4Offset to a 0xC-byte block. The first six bytes of the block contain RGB888 colours for the 3d folder model. Specifically, its shadowed and main colours, in that order. The other six bytes are unknown.
0x3C0x4Must be <2. 1 = enables usage of the following two fields.
0x400x4Offset to the data for texture7.
0x440x4Offset to the data for texture8.
0x480x4Must be <2. 1 = enables usage of the following field.
0x4C0x4Offset to a 0xD-byte block. Block contains three RGB888 colours that affect both the cart icon that appears for DSiWare, and the file graphic that appears in folders. In order: bottom shadow, main colour, highlight at the top (folder icon only). The remaining four bytes are of unknown purpose. This block may or may not also be responsible for coloring regular icons when a texture is not used.
0x500x4Must be <2. 1 = enables usage of the following two fields.
0x540x4Offset to the data for texture9.
0x580x4Offset to the data for texture10.
0x5C0x4Must be <2. 1 = enables usage of the following field.
0x600x4Offset to a 0xD-byte block. Block contains three RGB888 colours controlling the buttons on the bottom screen with arrows on them - downwards sheen, main colour, leftwards sheen. The last four bytes are of unknown use. Note that the arrows themselves are coloured by the next field.
0x640x4Must be <2. 1 = enables usage of the following field.
0x680x4Offset to a 0x9-byte block. Block contains three RGB888 colors for the bottom screen arrows: edge colour, unpressed colour, and pressed colour. Note that this only controls the arrows themselves, not the rest of the button.
0x6C0x4Must be <2. 1 = enables usage of the following two fields.
0x700x4Offset to a 0x20-byte block. Block contains rgb data for the open button that appears when an app is under the cursoron the bottom screen. The 1st 4 bytes are unknown, the next 9 bytes contain colour data for(in order 3 bytes each) button background when pressed, unpressed and border. the next 7 bytes are unknown. The next 9 bytes contain the data for the text in thes order button text shadow, button text unpressed and then pressed. the last 3 bytes are unknown
0x740x4Offset to a 0x20-byte block. Block contains rgb data for the close button that appears when home button pressed from within a app. The 1st 4 bytes are unknown, the next 9 bytes contain colour data for(in order 3 bytes each) button background when pressed, unpressed and border. the next 7 bytes are unknown. The next 9 bytes contain the data for the text in thes order button text shadow, button text unpressed and then pressed. the last 3 bytes are unknown
0x780x4Must be <3. 1 = enables usage of the following field.
0x7C0x4Offset to a 0xD-byte block that controls the text that appears above game icons when zoomed to the maximum level. First three bytes control background colour, next seven bytes are unknown, and the last three bytes control text colour.
0x800x4Must be <2. 1 = enables usage of the following field.
0x840x4Offset to a 0xD-byte block, related to the bottom screen icon area. Used when the draw-type is set to solid colour. Block contains three RGB888 colours (shadow colour at the top of empty slot, background colour, border colour/shadow colour for the rest of empty slot) and one RGBA8888 (shadow/glow around folder area).
0x880x4Must be <2. 1 = enables usage of the following field.
0x8C0x4Offset to a 0x9-byte block, related to the bottom screen outer area. Used when the draw-type is set to solid colour. Block contains three RGB888 colours (bottom stripes, main background colour, subtle edge glow).
0x900x4Must be <2. 1 = enables usage of the following field.
0x940x4Offset to a 0xD-byte block related to the background of folders. Block contains three RGB888 colours (shadow colour at the top of empty slot, background colour, border colour/shadow colour for the rest of empty slot) and one RGBA8888 (shadow/glow around folder area).
0x980x4Must be <2. 1 = enables usage of the following field.
0x9C0x4Offset to a 0x20-byte block. Related to the colour of the back arrow in folders.
0xA00x4Must be <2. 1 = enables usage of the following field.
0xA40x4Offset to a 0x15-byte block. The block contains seven RGB888 colours that affect the bottom bottom screen icon-resize and settings buttons. In order: left box shadow (subtle), background colour, border colour, icon gradient colour 1, icon gradient colour 2, pressed colour, right box shadow (subtle).
0xA80x4Must be <2. 1 = enables usage of the following field.
0xAC0x4Offset to a 0xC-byte block. The block contains four RGB888 values, of which the first is the background colour for the “press to activate camera” overlay, and the fourth is the text colour of the same overlay. The middle two are unknown.
0xB00x4Must be <2. 1 = enables usage of the following field.
0xB40x4Offset to a 0x6-byte block. The block contains two RGB888 values: the background colour and text colour for the message that tells you how many demo uses you have remaining.
0xB80x4Must be <2. 1 = below audio data section is used, otherwise it’s not used.
0xBC0x4Audio data section size, this must be <=0x2DC00.
0xC00x4Offset 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 has value 2, 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.

Frame Types #

FrameTypeDescription
2Animated when pointer moved, split into 3 sections of 320*240 and displayed in the order 0 > 1 > 2
4Animated when pointer moved, split into 3 sections of 320*240 and displayed in the order 0 > 1 > 2 > 1

Textures #

IDColor formatTexture display dimensionsTexture data dimensionsDescription
0Tiled RGB565412x240512x256This is the texture used for the top-screen background, when the frame-type is set for this one. Used for backgrounds that don’t scroll.
1Tiled RGB5651008x2401024x256This is the texture used for the top-screen background, when the frame-type is set for this one. Used for backgrounds that scroll.
2Tiled RGB565320x240512x256This is the texture used for the bottom-screen background, when the frame-type is set for this one. Used for backgrounds that don’t scroll.
3Tiled RGB565960x2401024x256This is the texture used for the bottom-screen background, when the frame-type is set for this one. Split into three separate 320x240 textures that it jumps through like a flipbook.
4Tiled RGB5651008x2401024x256This is the texture used for the bottom-screen background, when the frame-type is set for this one. Used for backgrounds that scroll.
5Tiled A864x6464x64This is used with the top-screen when top-screen draw-type is val2, see above. Used to tile the top screen in much the same way as the white squares that appear when no theme is selected, this is the moving pattern, it is rotated 90 degrees.
6Tiled A864x6464x64This is used with the top-screen when top-screen draw-type is val2, see above. Used to tile the top screen in much the same way as the white squares that appear when no theme is selected, this is the still pattern, it is rotated 90 degrees.
7Tiled BGR88874x64128x64This is used for folder’s on the main menu.
8Tiled BGR88882x64128x64This is used for open folder’s on the main menu.
9Tiled BGR88836x7264x128This is used for 48x48 icon borders on the main menu.
10Tiled BGR88825x5032x64This is used for 24x24 icon borders on the main menu.

Audio data section #

OffsetSizeDescription
0x00x4Unknown
0x40x4Unknown
0x8Beginning of the audio data entries.Each .cwav has an 8 byte “header” before the “Magic” (cwav) the first two bytes tell the 3ds where the next audio entry isand is the same as its cwav’s filesize (See below). Bytes 3 + 4 are zeroes and byte 5 controls the cwav’s volume (0-100) the last three bytes are zeroes again

The audio data section contains the sound effects for this theme.

Audio data entry structure:

OffsetSizeDescription
0x0Y (see below)Additional data for CWAV 6, see below.
Y + 0x00x4CWAV size.
Y + 0x40x4Unknown
Y + 0x8X (see below)Additional data for CWAV 4, see below.
Y + 0x8 + XCWAV

Structure of the data starting at offset 0x0, from the above entry, for the additional data with CWAV 7:

Relative offsetSizeDescription
0x00x10?

Y / the size of this block, is 0x10-bytes.

Structure of the data starting at offset 0x8, from the above entry, for the additional data with CWAV 4:

Relative offsetSizeDescription
0x00x2C?

X / the size of this block, is 0x2C-bytes.

It’s unknown how exactly the number of CWAVs is controlled. The CWAVs are used for the following:

  • 0: Cursor movement
  • 1: Application launch
  • 2: Certain buttons
  • 3: Cancel buttons
  • 4: When cursor would be moved off the screen, left/right
  • 5: When cursor is moved a screen-worth of icons across
  • 6: Folder buttons

Built-in themes #

The built-in themes are stored at Home Menu RomFS:/theme/_LZ.bin, the format appears to be the same as body_LZ.bin in the theme DLC content.