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	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=Home_Menu/Themes&amp;diff=20240</id>
		<title>Home Menu/Themes</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=Home_Menu/Themes&amp;diff=20240"/>
		<updated>2017-08-19T03:10:19Z</updated>

		<summary type="html">&lt;p&gt;DanTheMan827: /* Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the formats/structure of the data stored in RomFS for [[Home Menu]] DLC, for themes.&lt;br /&gt;
&lt;br /&gt;
=Control Content=&lt;br /&gt;
The control content has content-index 0. It&#039;s unknown what if any of this is Home Menu specific.&lt;br /&gt;
&lt;br /&gt;
RomFS structure:&lt;br /&gt;
* &amp;quot;MetaDataContentHeader.bin&amp;quot;: Describes the number of themes and languages in the control content.&lt;br /&gt;
* &amp;quot;ContentInfoArchive_&amp;lt;region&amp;gt;_&amp;lt;lang&amp;gt;.bin&amp;quot; Contains the list of &#039;&#039;all&#039;&#039; DLC content available under this DLC title(which can include DLC that&#039;s not yet accessible via the shop). &amp;lt;region&amp;gt; can be &amp;quot;USA&amp;quot;, etc. &amp;lt;lang&amp;gt;, for the US title: &amp;quot;en&amp;quot;, &amp;quot;es&amp;quot;, &amp;quot;fr&amp;quot;, and &amp;quot;pt&amp;quot;.&lt;br /&gt;
* &amp;quot;icons/&amp;lt;decimal_id&amp;gt;.icn&amp;quot; Contains the raw DLC icon image data, without any header. 48x48 tiled RGB565.&lt;br /&gt;
&lt;br /&gt;
The below structures are little-endian.&lt;br /&gt;
&lt;br /&gt;
MetaDataContentHeader.bin format:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Version - always 0x1&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Number of enabled themes&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Total number of themes&lt;br /&gt;
|-&lt;br /&gt;
| 0xC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Observed 0x300030&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x4&lt;br /&gt;
| Magic, 0xDEADBEEF&lt;br /&gt;
|-&lt;br /&gt;
| 0x14..0x2C&lt;br /&gt;
| 0x2&lt;br /&gt;
| This data is sorted by region (JPN at 0x14, US at 0x18, etc.). This is the target region.&lt;br /&gt;
|- &lt;br /&gt;
| 0x16..0x2E&lt;br /&gt;
| 0x2&lt;br /&gt;
| Primary language for region? (0x0 for JPN, 0x1 for US and EU)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 0x4&lt;br /&gt;
| Number of ContentInfoArchive languages&lt;br /&gt;
|-&lt;br /&gt;
| 0x34+i&lt;br /&gt;
| 0x2&lt;br /&gt;
| ContentInfoArchive [[Nandrw/sys/SecureInfo_A|region]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x36+i&lt;br /&gt;
| 0x2&lt;br /&gt;
| ContentInfoArchive [[Config_Savegame#Languages|language]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ContentInfoArchive header format, size 0x08:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Version? - always 0x1&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Number of theme entries that follow.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ContentInfoArchive theme entry format, size 0xC8 (the file contains the following entry for each of the DLC themes):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x40&lt;br /&gt;
| char string for the title text.&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 0x80&lt;br /&gt;
| char string for the description text.&lt;br /&gt;
|-&lt;br /&gt;
| 0xC0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Content index&lt;br /&gt;
|-&lt;br /&gt;
| 0xC4&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x0 = disabled, 0x1 = enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first entry is set to dummy text, &amp;quot;content index&amp;quot; of 0 (invalid), and disabled.&lt;br /&gt;
&lt;br /&gt;
=Theme Content=&lt;br /&gt;
RomFS structure:&lt;br /&gt;
* &amp;quot;bgm.bcstm&amp;quot;: Background music, see [[BCSTM|here]].&lt;br /&gt;
* &amp;quot;body_LZ.bin&amp;quot;: LZ11 compressed blob containing the rest of the theme data(graphics + optional [[BCWAV|CWAVs]]).&lt;br /&gt;
&lt;br /&gt;
=Decompressed body_LZ.bin structure=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Version (Must be 1)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x1&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x5&lt;br /&gt;
| 0x1&lt;br /&gt;
| 0 = disable usage of bgm.bcstm, non-zero = enable usage of bgm.bcstm.&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Normally zero(not used?).&lt;br /&gt;
|-&lt;br /&gt;
| 0xC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;4. Top screen draw type: 0 = none, 1 = solid color, 2 = solid color with textured squares, 3 = texture.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x4&lt;br /&gt;
| Top screen frame type, when draw-type is 3: 0 = texture1 (regular scrolling speed), 1 = texture0 (no scroll), 3 = texture1 (slow scrolling speed).&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset for the top screen solid color data. Length of data is either 5 or 7, depending on whether the top screen&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 0x4&lt;br /&gt;
| Top screen texture offset, if draw-type has value 2 this offset points to texture5&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Additional top-screen texture offset, used with draw-type has value 2, this offset points to texture6. This is optional when using draw-type val2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;4. Bottom screen draw type: 0 = none, 1 = solid color(see below), 2 = invalid, 3 = texture.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 0x4&lt;br /&gt;
| Bottom screen frame type, when draw-type is 3: 0 = texture4 (regular scroll), 1 = texture2 (no scroll), 2 = texture3 (flipbook scroll, 0 &amp;gt; 1 &amp;gt; 2 &amp;gt; 0), 3 = texture4 (slow scroll), 4 = texture3 (flipbook scroll, 0 &amp;gt; 1 &amp;gt; 2 &amp;gt; 1 &amp;gt; 0).&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 0x4&lt;br /&gt;
| Bottom Screen texture offset.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following two fields.&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture7.&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture8.&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following two fields.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture9.&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture10.&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following two fields.&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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&lt;br /&gt;
|-&lt;br /&gt;
| 0x74&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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&lt;br /&gt;
|-&lt;br /&gt;
| 0x78&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;3. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x84&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0x88&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x8C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0x90&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x94&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0x98&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x9C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to a 0x20-byte block. Related to the colour of the back arrow in folders.&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0xA4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0xA8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0xAC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to a 0xC-byte block. The block contains four RGB888 values, of which the first is the background colour for the &amp;quot;press to activate camera&amp;quot; overlay, and the fourth is the text colour of the same overlay. The middle two are unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0xB0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0xB4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0xB8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = below audio data section is used, otherwise it&#039;s not used.&lt;br /&gt;
|-&lt;br /&gt;
| 0xBC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Audio data section size, this must be &amp;lt;=0x2DC00.&lt;br /&gt;
|-&lt;br /&gt;
| 0xC0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset for the audio data section.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With the solid-color data, there&#039;s 5-bytes located at the solid-color data offset. With draw-type has value 2, there&#039;s 7-bytes located here. The first 4-bytes located here is RGBA8888 pixel data, the rest is unknown.&lt;br /&gt;
&lt;br /&gt;
With draw-type val2, texture5 is also used(this likely isn&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Frame Types==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! FrameType&lt;br /&gt;
| Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Animated when pointer moved, split into 3 sections of 320*240 and displayed in the order 0 &amp;gt; 1 &amp;gt; 2&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Animated when pointer moved, split into 3 sections of 320*240 and displayed in the order 0 &amp;gt; 1 &amp;gt; 2 &amp;gt; 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  ID&lt;br /&gt;
!  Color format&lt;br /&gt;
!  Texture display dimensions&lt;br /&gt;
!  Texture data dimensions&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 412x240&lt;br /&gt;
| 512x256&lt;br /&gt;
| This is the texture used for the top-screen background, when the frame-type is set for this one. Used for backgrounds that don&#039;t scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 1008x240&lt;br /&gt;
| 1024x256&lt;br /&gt;
| This is the texture used for the top-screen background, when the frame-type is set for this one. Used for backgrounds that scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 320x240&lt;br /&gt;
| 512x256&lt;br /&gt;
| This is the texture used for the bottom-screen background, when the frame-type is set for this one. Used for backgrounds that don&#039;t scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 960x240&lt;br /&gt;
| 1024x256&lt;br /&gt;
| This 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.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 1008x240&lt;br /&gt;
| 1024x256&lt;br /&gt;
| This is the texture used for the bottom-screen background, when the frame-type is set for this one. Used for backgrounds that scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Tiled A8&lt;br /&gt;
| 64x64&lt;br /&gt;
| 64x64&lt;br /&gt;
| This 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.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Tiled A8&lt;br /&gt;
| 64x64&lt;br /&gt;
| 64x64&lt;br /&gt;
| This 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.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 74x64&lt;br /&gt;
| 128x64&lt;br /&gt;
| This is used for folder&#039;s on the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 82x64&lt;br /&gt;
| 128x64&lt;br /&gt;
| This is used for open folder&#039;s on the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 36x72&lt;br /&gt;
| 64x128&lt;br /&gt;
| This is used for 48x48 icon borders on the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 25x50&lt;br /&gt;
| 32x64&lt;br /&gt;
| This is used for 24x24 icon borders on the main menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Audio data section==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Unknown &lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| &lt;br /&gt;
| Beginning of the audio data entries.Each .cwav has an 8 byte &amp;quot;header&amp;quot; before the &amp;quot;Magic&amp;quot; (cwav) the first two bytes tell the 3ds where the next audio entry isand is the same as its cwav&#039;s filesize (See below). Bytes 3 + 4 are zeroes and byte 5 controls the cwav&#039;s volume (0-100) the last three bytes are zeroes again&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The audio data section contains the sound effects for this theme.&lt;br /&gt;
&lt;br /&gt;
Audio data entry structure:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| Y (see below)&lt;br /&gt;
| Additional data for CWAV 6, see below.&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| CWAV size.&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x8&lt;br /&gt;
| X (see below)&lt;br /&gt;
| Additional data for CWAV 4, see below.&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x8 + X&lt;br /&gt;
| &lt;br /&gt;
| [[BCWAV|CWAV]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Structure of the data starting at offset 0x0, from the above entry, for the additional data with CWAV 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x10&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Y / the size of this block, is 0x10-bytes.&lt;br /&gt;
&lt;br /&gt;
Structure of the data starting at offset 0x8, from the above entry, for the additional data with CWAV 4:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x2C&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
X / the size of this block, is 0x2C-bytes.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown how exactly the number of CWAVs is controlled. The CWAVs are used for the following:&lt;br /&gt;
* 0: Cursor movement&lt;br /&gt;
* 1: Application launch&lt;br /&gt;
* 2: Certain buttons&lt;br /&gt;
* 3: Cancel buttons&lt;br /&gt;
* 4: When cursor would be moved off the screen, left/right&lt;br /&gt;
* 5: When cursor is moved a screen-worth of icons across&lt;br /&gt;
* 6: Folder buttons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Built-in themes=&lt;br /&gt;
The built-in themes are stored at Home Menu RomFS:/theme/&amp;lt;Color&amp;gt;_LZ.bin, the format appears to be the same as body_LZ.bin in the theme DLC content.&lt;/div&gt;</summary>
		<author><name>DanTheMan827</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=Home_Menu/Themes&amp;diff=20239</id>
		<title>Home Menu/Themes</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=Home_Menu/Themes&amp;diff=20239"/>
		<updated>2017-08-19T02:41:41Z</updated>

		<summary type="html">&lt;p&gt;DanTheMan827: Textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the formats/structure of the data stored in RomFS for [[Home Menu]] DLC, for themes.&lt;br /&gt;
&lt;br /&gt;
=Control Content=&lt;br /&gt;
The control content has content-index 0. It&#039;s unknown what if any of this is Home Menu specific.&lt;br /&gt;
&lt;br /&gt;
RomFS structure:&lt;br /&gt;
* &amp;quot;MetaDataContentHeader.bin&amp;quot;: Describes the number of themes and languages in the control content.&lt;br /&gt;
* &amp;quot;ContentInfoArchive_&amp;lt;region&amp;gt;_&amp;lt;lang&amp;gt;.bin&amp;quot; Contains the list of &#039;&#039;all&#039;&#039; DLC content available under this DLC title(which can include DLC that&#039;s not yet accessible via the shop). &amp;lt;region&amp;gt; can be &amp;quot;USA&amp;quot;, etc. &amp;lt;lang&amp;gt;, for the US title: &amp;quot;en&amp;quot;, &amp;quot;es&amp;quot;, &amp;quot;fr&amp;quot;, and &amp;quot;pt&amp;quot;.&lt;br /&gt;
* &amp;quot;icons/&amp;lt;decimal_id&amp;gt;.icn&amp;quot; Contains the raw DLC icon image data, without any header. 48x48 tiled RGB565.&lt;br /&gt;
&lt;br /&gt;
The below structures are little-endian.&lt;br /&gt;
&lt;br /&gt;
MetaDataContentHeader.bin format:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Version - always 0x1&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Number of enabled themes&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Total number of themes&lt;br /&gt;
|-&lt;br /&gt;
| 0xC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Observed 0x300030&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x4&lt;br /&gt;
| Magic, 0xDEADBEEF&lt;br /&gt;
|-&lt;br /&gt;
| 0x14..0x2C&lt;br /&gt;
| 0x2&lt;br /&gt;
| This data is sorted by region (JPN at 0x14, US at 0x18, etc.). This is the target region.&lt;br /&gt;
|- &lt;br /&gt;
| 0x16..0x2E&lt;br /&gt;
| 0x2&lt;br /&gt;
| Primary language for region? (0x0 for JPN, 0x1 for US and EU)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 0x4&lt;br /&gt;
| Number of ContentInfoArchive languages&lt;br /&gt;
|-&lt;br /&gt;
| 0x34+i&lt;br /&gt;
| 0x2&lt;br /&gt;
| ContentInfoArchive [[Nandrw/sys/SecureInfo_A|region]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x36+i&lt;br /&gt;
| 0x2&lt;br /&gt;
| ContentInfoArchive [[Config_Savegame#Languages|language]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ContentInfoArchive header format, size 0x08:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Version? - always 0x1&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Number of theme entries that follow.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ContentInfoArchive theme entry format, size 0xC8 (the file contains the following entry for each of the DLC themes):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x40&lt;br /&gt;
| char string for the title text.&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 0x80&lt;br /&gt;
| char string for the description text.&lt;br /&gt;
|-&lt;br /&gt;
| 0xC0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Content index&lt;br /&gt;
|-&lt;br /&gt;
| 0xC4&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x0 = disabled, 0x1 = enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first entry is set to dummy text, &amp;quot;content index&amp;quot; of 0 (invalid), and disabled.&lt;br /&gt;
&lt;br /&gt;
=Theme Content=&lt;br /&gt;
RomFS structure:&lt;br /&gt;
* &amp;quot;bgm.bcstm&amp;quot;: Background music, see [[BCSTM|here]].&lt;br /&gt;
* &amp;quot;body_LZ.bin&amp;quot;: LZ11 compressed blob containing the rest of the theme data(graphics + optional [[BCWAV|CWAVs]]).&lt;br /&gt;
&lt;br /&gt;
=Decompressed body_LZ.bin structure=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Version (Must be 1)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x1&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x5&lt;br /&gt;
| 0x1&lt;br /&gt;
| 0 = disable usage of bgm.bcstm, non-zero = enable usage of bgm.bcstm.&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Normally zero(not used?).&lt;br /&gt;
|-&lt;br /&gt;
| 0xC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;4. Top screen draw type: 0 = none, 1 = solid color, 2 = solid color with textured squares, 3 = texture.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 0x4&lt;br /&gt;
| Top screen frame type, when draw-type is 3: 0 = texture1 (regular scrolling speed), 1 = texture0 (no scroll), 3 = texture1 (slow scrolling speed).&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset for the top screen solid color data. Length of data is either 5 or 7, depending on whether the top screen&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 0x4&lt;br /&gt;
| Top screen texture offset, if draw-type has value 2 this offset points to texture5&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Additional top-screen texture offset, used with draw-type has value 2, this offset points to texture6. This is optional when using draw-type val2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;4. Bottom screen draw type: 0 = none, 1 = solid color(see below), 2 = invalid, 3 = texture.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24&lt;br /&gt;
| 0x4&lt;br /&gt;
| Bottom screen frame type, when draw-type is 3: 0 = texture4 (regular scroll), 1 = texture2 (no scroll), 2 = texture3 (flipbook scroll, 0 &amp;gt; 1 &amp;gt; 2 &amp;gt; 0), 3 = texture4 (slow scroll), 4 = texture3 (flipbook scroll, 0 &amp;gt; 1 &amp;gt; 2 &amp;gt; 1 &amp;gt; 0).&lt;br /&gt;
|-&lt;br /&gt;
| 0x28&lt;br /&gt;
| 0x4&lt;br /&gt;
| Bottom Screen texture offset.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following two fields.&lt;br /&gt;
|-&lt;br /&gt;
| 0x40&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture7.&lt;br /&gt;
|-&lt;br /&gt;
| 0x44&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture8.&lt;br /&gt;
|-&lt;br /&gt;
| 0x48&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x50&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following two fields.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture9.&lt;br /&gt;
|-&lt;br /&gt;
| 0x58&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to the data for texture10.&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x60&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x64&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x68&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following two fields.&lt;br /&gt;
|-&lt;br /&gt;
| 0x70&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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&lt;br /&gt;
|-&lt;br /&gt;
| 0x74&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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&lt;br /&gt;
|-&lt;br /&gt;
| 0x78&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;3. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0x80&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x84&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0x88&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x8C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0x90&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x94&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0x98&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x9C&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to a 0x20-byte block. Related to the colour of the back arrow in folders.&lt;br /&gt;
|-&lt;br /&gt;
| 0xA0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0xA4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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).&lt;br /&gt;
|-&lt;br /&gt;
| 0xA8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0xAC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset to a 0xC-byte block. The block contains four RGB888 values, of which the first is the background colour for the &amp;quot;press to activate camera&amp;quot; overlay, and the fourth is the text colour of the same overlay. The middle two are unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0xB0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = enables usage of the following field.&lt;br /&gt;
|-&lt;br /&gt;
| 0xB4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset 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.&lt;br /&gt;
|-&lt;br /&gt;
| 0xB8&lt;br /&gt;
| 0x4&lt;br /&gt;
| Must be &amp;lt;2. 1 = below audio data section is used, otherwise it&#039;s not used.&lt;br /&gt;
|-&lt;br /&gt;
| 0xBC&lt;br /&gt;
| 0x4&lt;br /&gt;
| Audio data section size, this must be &amp;lt;=0x2DC00.&lt;br /&gt;
|-&lt;br /&gt;
| 0xC0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Offset for the audio data section.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With the solid-color data, there&#039;s 5-bytes located at the solid-color data offset. With draw-type has value 2, there&#039;s 7-bytes located here. The first 4-bytes located here is RGBA8888 pixel data, the rest is unknown.&lt;br /&gt;
&lt;br /&gt;
With draw-type val2, texture5 is also used(this likely isn&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Frame Types==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! FrameType&lt;br /&gt;
| Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Animated when pointer moved, split into 3 sections of 320*240 and displayed in the order 0 &amp;gt; 1 &amp;gt; 2&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Animated when pointer moved, split into 3 sections of 320*240 and displayed in the order 0 &amp;gt; 1 &amp;gt; 2 &amp;gt; 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  ID&lt;br /&gt;
!  Color format&lt;br /&gt;
!  Texture display dimensions&lt;br /&gt;
!  Texture data dimensions&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 412x240&lt;br /&gt;
| 512x256&lt;br /&gt;
| This is the texture used for the top-screen background, when the frame-type is set for this one. Used for backgrounds that don&#039;t scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 1008x240&lt;br /&gt;
| 1024x256&lt;br /&gt;
| This is the texture used for the top-screen background, when the frame-type is set for this one. Used for backgrounds that scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 320x240&lt;br /&gt;
| 512x256&lt;br /&gt;
| This is the texture used for the bottom-screen background, when the frame-type is set for this one. Used for backgrounds that don&#039;t scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 960x240&lt;br /&gt;
| 1024x256&lt;br /&gt;
| This 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.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Tiled RGB565&lt;br /&gt;
| 1008x240&lt;br /&gt;
| 1024x256&lt;br /&gt;
| This is the texture used for the bottom-screen background, when the frame-type is set for this one. Used for backgrounds that scroll.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Tiled A8&lt;br /&gt;
| 64x64&lt;br /&gt;
| 64x64&lt;br /&gt;
| This 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.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Tiled A8&lt;br /&gt;
| 64x64&lt;br /&gt;
| 64x64&lt;br /&gt;
| This 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.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 74x64&lt;br /&gt;
| 128x64&lt;br /&gt;
| This is used for folder&#039;s on the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 82x64&lt;br /&gt;
| 128x64&lt;br /&gt;
| This is used for open folder&#039;s on the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 36x72&lt;br /&gt;
| 64x128&lt;br /&gt;
| This is used for 48x48 icon borders on the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Tiled BGR888&lt;br /&gt;
| 25x50&lt;br /&gt;
| 32x64&lt;br /&gt;
| This is used for 24x24 icon borders on the main menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Audio data section==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| Unknown &lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| &lt;br /&gt;
| Beginning of the audio data entries.Each .cwav has an 8 byte &amp;quot;header&amp;quot; before the &amp;quot;Magic&amp;quot; (cwav) the first two bytes tell the 3ds where the next audio entry isand is the same as its cwav&#039;s filesize (See below). Bytes 3 + 4 are zeroes and byte 5 controls the cwav&#039;s volume (0-100) the last three bytes are zeroes again&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The audio data section contains the sound effects for this theme.&lt;br /&gt;
&lt;br /&gt;
Audio data entry structure:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| Y (see below)&lt;br /&gt;
| Additional data for CWAV 6, see below.&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x0&lt;br /&gt;
| 0x4&lt;br /&gt;
| CWAV size.&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x4&lt;br /&gt;
| 0x4&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x8&lt;br /&gt;
| X (see below)&lt;br /&gt;
| Additional data for CWAV 4, see below.&lt;br /&gt;
|-&lt;br /&gt;
| Y + 0x8 + X&lt;br /&gt;
| &lt;br /&gt;
| [[BCWAV|CWAV]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Structure of the data starting at offset 0x0, from the above entry, for the additional data with CWAV 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x10&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Y / the size of this block, is 0x10-bytes.&lt;br /&gt;
&lt;br /&gt;
Structure of the data starting at offset 0x8, from the above entry, for the additional data with CWAV 4:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Relative offset&lt;br /&gt;
!  Size&lt;br /&gt;
!  Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 0x2C&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
X / the size of this block, is 0x2C-bytes.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown how exactly the number of CWAVs is controlled. The CWAVs are used for the following:&lt;br /&gt;
* 0: Cursor movement&lt;br /&gt;
* 1: Application launch&lt;br /&gt;
* 2: Certain buttons&lt;br /&gt;
* 3: Cancel buttons&lt;br /&gt;
* 4: When cursor would be moved off the screen, left/right&lt;br /&gt;
* 5: When cursor is moved a screen-worth of icons across&lt;br /&gt;
* 6: Folder buttons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Built-in themes=&lt;br /&gt;
The built-in themes are stored at Home Menu RomFS:/theme/&amp;lt;Color&amp;gt;_LZ.bin, the format appears to be the same as body_LZ.bin in the theme DLC content.&lt;/div&gt;</summary>
		<author><name>DanTheMan827</name></author>
	</entry>
	<entry>
		<id>https://www.3dbrew.org/w/index.php?title=3DS_Development_Unit_Software&amp;diff=19786</id>
		<title>3DS Development Unit Software</title>
		<link rel="alternate" type="text/html" href="https://www.3dbrew.org/w/index.php?title=3DS_Development_Unit_Software&amp;diff=19786"/>
		<updated>2017-03-29T16:30:02Z</updated>

		<summary type="html">&lt;p&gt;DanTheMan827: /* NfpSdmcTool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a description of the functions what is possible with the applications unique to 3DS Development Units.&lt;br /&gt;
&lt;br /&gt;
For information on 3DS Development Hardware see [http://gbatemp.net/topic/327858-3ds-development-hardware/]&lt;br /&gt;
[[File:CTR_HMN_DEV.png|300px|thumb|right|Beautifully clear picture of the Dev Apps + Home Menu. Click to view in great quality. - Xcution]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=CTR-SDK=&lt;br /&gt;
Descriptions Derived from SDK 2.3.4 except where notified otherwise. &lt;br /&gt;
&lt;br /&gt;
== Dev Menu ==&lt;br /&gt;
[[File:Devmenuicon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
[[File:Devmenscnsht.jpg|250px|thumb|right|Dev Menu Screenshots]]&lt;br /&gt;
[[File:Old_Dev_Menu.png|200px|thumb|right|Old Dev Menu Screenshot]]&lt;br /&gt;
&lt;br /&gt;
This NAND application (00040000-0ff40002) on the top screen displays the firmware and revision of the Dev Menu, the free space available on the [[Flash Filesystem#TWL partition|TWL(DSi) NAND partition]] and [[SD Filesystem|SD card]] if present. It also provides information on the current file or device selected, as well as navigation instructions for the bottom screen.The bottom screen has three different windows, which are:&lt;br /&gt;
&lt;br /&gt;
*Program - From this tab, applications can be loaded from the [[Flash Filesystem|NAND]], the [[SD Filesystem|SD card]] and the slot 1 card (only a select scope of applications, see below for Dev Menu revisions and their corresponding scope of applications). Installed software can be uninstalled by pressing X on it.&lt;br /&gt;
&lt;br /&gt;
*Import - From this tab, the SD card can be browsed to select and install a .[[CIA]] file. In later revisions this was renamed to &#039;&#039;SDMC&#039;&#039;. In addition to the marked controls, also pressing X while requesting the installation of one or more CIA will delete them after a successful installation.&lt;br /&gt;
&lt;br /&gt;
*HIO - &amp;quot;Host IO&amp;quot; A tab available in later revisions of the Dev Menu. Used for installing CIAs stored on the host PC, this is supported by hio services, and hio daemon on the host PC. Only usable on PARTNER-CTR (Capture+)Debugger, as HIO requires a direct USB connection with the console.&lt;br /&gt;
&lt;br /&gt;
*ExtData - From this tab, the 3DS&#039;s [[Extdata]] (except NAND shared extdata) can be deleted.&lt;br /&gt;
&lt;br /&gt;
*SExtData - &amp;quot;Shared Extdata&amp;quot;, this feature was removed early on in the history of this app.&lt;br /&gt;
&lt;br /&gt;
Titles are shown in the Program tab by [[Titles|Unique ID]] and by their [[Product code]] (CTR)/name in header (TWL); some other non-executable special titles (applets or CFAs), explicitly programmed in the specific version of DevMenu, are displayed in red.&lt;br /&gt;
&lt;br /&gt;
To perform a manual update with CIAs on a dev unit, pressing Start + Y while highlighting the NATIVE_FIRM CIA will trigger an option to update firmware, thus allowing a downgrade.&lt;br /&gt;
&lt;br /&gt;
Pressing L + R + Left + B + Start will, after confirmation, bulk uninstall all SDK tools. DevMenu itself will crash a few seconds later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  SDK Version&lt;br /&gt;
!  Titles Accessible&lt;br /&gt;
|-&lt;br /&gt;
|  0.9.2 - 0.13.2&lt;br /&gt;
|  Applications(NAND), System Applications , TWL Titles&lt;br /&gt;
|- &lt;br /&gt;
|  0.14.0 - 1.1.0&lt;br /&gt;
|  Dev NAND Applications, System Applications , TWL Titles&lt;br /&gt;
|- &lt;br /&gt;
|  1.2.0 - 2.0.0&lt;br /&gt;
|  Dev NAND Applications, DSiWare&lt;br /&gt;
|-&lt;br /&gt;
|  2.1.0 - 2.4.0&lt;br /&gt;
|  Applications(SD), Dev NAND Applications, DSiWare&lt;br /&gt;
|-&lt;br /&gt;
|  3.0.0 - 3.1.0&lt;br /&gt;
|  Applications(SD), Dev NAND Applications, Demos, DSiWare&lt;br /&gt;
|-&lt;br /&gt;
|  3.2.0&lt;br /&gt;
|  Applications(SD), Dev NAND Applications, Demos, DSiWare, WebBrowser&lt;br /&gt;
|-&lt;br /&gt;
|  3.3.0 - ?&lt;br /&gt;
|  Applications(SD), Dev NAND Applications, Demos, DSiWare, WebBrowser, TwlNandFiler &lt;br /&gt;
|-&lt;br /&gt;
|  11.4 (0.24.67)&lt;br /&gt;
|  Applications(SD), Dev NAND Applications, Demos, DSiWare, WebBrowser, eShop, Miiverse, TwlNandFiler, dummy CFA &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Config == &lt;br /&gt;
[[File:Configicon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
[[File:3DS_dev_configmenu.JPG|250px|thumb|right|Config Menu Screenshot]]&lt;br /&gt;
[[File:Dev config.jpg|250px|thumb|right|Newer Config Menu Screenshot]]&lt;br /&gt;
&lt;br /&gt;
This NAND application (00040000-0ff40102) is a text-mode advanced configuration menu for the 3DS.&lt;br /&gt;
&lt;br /&gt;
When open, similiarly to the regular [[System Settings]], the Home menu is not accessible, and the console is forced to be rebooted on exit (accomplished by pressing the Power button).&lt;br /&gt;
&lt;br /&gt;
The functionality and menu layout of this app has changed a lot over its continuous development; some features include:&lt;br /&gt;
&lt;br /&gt;
*Menu - (Home Menu/Test Menu) This function edits the [[Config_Savegame|configuration]] field containing the menu TID for dev units, allowing the user to choose between the [[Home Menu]] or the [[3DS Development Unit GUI#Test Menu|Test Menu]], as the menu loaded by the [[NS]] module.&lt;br /&gt;
&lt;br /&gt;
*Language - same options found in the Language section of [[System Settings]] but also has an &amp;quot;invalid&amp;quot; option&lt;br /&gt;
&lt;br /&gt;
*System Mode - [[Memory_layout#FCRAM_memory-regions_layout|Changes the memory mode]] for the Home/Test Menu. (Launching applications will be able to override this setting)&lt;br /&gt;
:*Prod - 64MB Memory mode ([[Home Menu]] can usually only run in this mode and &#039;&#039;most&#039;&#039; retail-looking units cannot switch out of this mode)&lt;br /&gt;
:*Dev1 - 96MB Memory mode (No browser/Miiverse)&lt;br /&gt;
:*Dev2 - 80MB Memory mode&lt;br /&gt;
:*Dev3 - 72MB Memory mode&lt;br /&gt;
:*Dev4 - 32MB Memory mode&lt;br /&gt;
:*snake Prod - 124MB for New-3DS&lt;br /&gt;
:*snake dev1 - 178MB for New-3DS (No browser/Miiverse)&lt;br /&gt;
:*snake dev2 - 124MB for New-3DS&lt;br /&gt;
:All CTR Debuggers/Prototype units can change memory allowance. For Developer Test Units, the ability to change Memory Allowance, appears to be dependent on an option when buying the Test Unit (similar to having a choice to purchase IS-Nitro&#039;s Wireless/USG options when buying an IS-Nitro from Nintendo). If anything other than prod or dev2 is selected, menu settings are automatically changed to test menu.&lt;br /&gt;
:On some Test Units, it&#039;s possible to run the [[Home Menu]] outside of Prod. However, software with limited memory (such as the web browser) cannot be launched from the home menu if the home menu is outside of Prod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Exception handler - Selects whether to enable or disable the application&#039;s handling of exceptions that arise in the non-debug environment. &lt;br /&gt;
:If the application is not set to handle exceptions, the application quits when an exception occurs. - enable/disable &lt;br /&gt;
&lt;br /&gt;
*Break Stop - (enable/disable) - Selects whether to enable or disable stopping the application when a break is encountered in the non-debug environment. If the application is not made to stop, it quits on a break.&lt;br /&gt;
&lt;br /&gt;
*Debug Mode - (enable/disable) - Select enable or disable to enable and disable debugging functions.&lt;br /&gt;
:Debugging is always disabled for retail products.&lt;br /&gt;
&lt;br /&gt;
*Dlp Force Child Import/Dlp Debug - (enable/disable) - normally the 3ds caches downloaded &amp;quot;Download Play (Dlp)&amp;quot; applications on the nand and only re-downloads, overwriting the cached copy if the version application being requested to downloaded is higher than what is currently present on the nand. Enabling this option forces the 3ds to download and overwrite the cached copy on the nand, regardless of the version of the application being downloaded. This is of course for testing purposes.&lt;br /&gt;
&lt;br /&gt;
*Fangate Failure Emulation - Unknown, related to the [[NFC adapter|external Amiibo receiver]]?&lt;br /&gt;
&lt;br /&gt;
*Nup - Enable/disable online check for updates? Such a feature exists on WiiU&lt;br /&gt;
&lt;br /&gt;
*FS Latency Emulation - Filesystem Latency, in milliseconds (0ms-2550ms). Selection is in increments of 10. (ie 0ms-&amp;gt;10ms-&amp;gt;20ms...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*User Name - Console owner&#039;s &amp;quot;profile&amp;quot; nickname, unrelated to the Personal Mii&lt;br /&gt;
&lt;br /&gt;
*NG Name Flag - declares whether the name is &amp;quot;not good&amp;quot;, i.e. contains a banned word. Normally automatically set by System Settings after a warning; effect unknown.&lt;br /&gt;
&lt;br /&gt;
*CountryId - Changes 3DS between installed countries. It can also be set to an undefined ID (255).&lt;br /&gt;
&lt;br /&gt;
*RegionId - Selects the sub-location (region, state, county), if supported by the selected country. Unidentified is displayed when RegionId is set to 255.&lt;br /&gt;
&lt;br /&gt;
*Hid Setting - (human interface device) Calibrates touch screen and Analog stick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*FLICKER TOP - Bias voltage for top screen (the misattributed &amp;quot;contrast&amp;quot; or &amp;quot;scanline&amp;quot; control found as potentiometers in the battery compartment in previous color-display Nintendo portables)&lt;br /&gt;
&lt;br /&gt;
*FLICKER BOTTOM - Bias voltage for bottom screen&lt;br /&gt;
&lt;br /&gt;
* ABL ENABLE - &amp;quot;Power Save mode&amp;quot;, adjusts backlight according to displayed image. Can also be enabled on 2DS, on which it is fully functional but the single backlight design may bring questionable results.&lt;br /&gt;
&lt;br /&gt;
* LUMINANCE LEVEL - Brightness. In older versions of Config, it could be set above 5, with no further increment and resulting in crashes of the Home Menu&#039;s quick settings.&lt;br /&gt;
&lt;br /&gt;
* BACKLIGHT DIMMING - Camera-controlled automatic backlight of New-3DS&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*RTC Setting - (real time clock) Sets system time, with equivalent results to System Settings.&lt;br /&gt;
&lt;br /&gt;
*Raw RTC Setting - Adjusts time directly on [[MCU Services|the hardware RTC]]. The resulting time is also displayed as a convenience. If the application being tested uses GetUserTimeOffset() to [[Anti Time-Travel|detect if the user has changed the clock]], this can be used to change the clock without the application detecting it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Eula Setting - Input the &amp;quot;Agree Version&amp;quot;, a 2-byte number representing the latest accepted version (major and minor) of the online services agreement. 00.00 is used to mean &amp;quot;not accepted&amp;quot;. This setting is commonly adjusted to its maximum value, ff.ff, to bypass issues with playing foreign region games online caused by mismatching latest agreement versions.&lt;br /&gt;
&lt;br /&gt;
*Sound Mode - mono/stereo/surround&lt;br /&gt;
&lt;br /&gt;
*Coppacs Setting - In the U.S., a law called the Children&#039;s Online Privacy Protection Act (COPPA) requires consent from the parent or guardian for collection and use of personal information from children under the age of 13. Canada has a nearly identical law. This setting is [[Cfg:GetRegionCanadaUSA|only enabled for software for the Americas region, and when the country in System Settings is set to the US or Canada]].&lt;br /&gt;
&lt;br /&gt;
*Olv Access Key - Related to Olive/OLV/Miiverse. Always appears to be 0 on retail units. WiiU titles have numbers also called OLV access keys in their metadata XMLs.&lt;br /&gt;
&lt;br /&gt;
*Test Setting - Verify operation and calibration of touchscreen and joystick.&lt;br /&gt;
&lt;br /&gt;
*Stereo Camera Cal for Check - Apparently writes incorrect calibration data for the camera.&lt;br /&gt;
&lt;br /&gt;
*Gyro / Accel Cal for Check - Apparently writes incorrect calibration data for the motion sensors.&lt;br /&gt;
       &lt;br /&gt;
*Ctr Info Setting - Loads settings from a ctrsetting.txt present on the SD. Such a sample file is provided in the resources/configtool folder of the SDK.&lt;br /&gt;
:The feature set of this option is only in most part the same as the interactive UI&#039;s, for instance ctrsetting.txt can also configure the DS Profile and [[Parental Controls]].&lt;br /&gt;
&lt;br /&gt;
*Reset Settings - Resets all settings to default. The initial configuration will be run again, but installed applications or their data will not be deleted unlike in a [[System Settings|System Format]].&lt;br /&gt;
&lt;br /&gt;
== Downloadplay Client ==&lt;br /&gt;
[[File:Dlpcliscnsht.jpg|250px|thumb|right|Downloadplay Client Screenshots]]&lt;br /&gt;
[[File:Dlpcliicon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though a Developer 3DS has a &amp;quot;Download Play&amp;quot; application visually identical to the retail 3DS [[Download Play|application]], the text-mode &amp;quot;Downloadplay Client&amp;quot; NAND application (00040000-0ff40402) can be installed as an alternative to the regular Download Play application.&lt;br /&gt;
&lt;br /&gt;
(A Developer 3DS cannot receive software from a Retail 3DS and viceversa due to different encryption keys.) &lt;br /&gt;
&lt;br /&gt;
This application is used for easy testing of 3DS-mode download play &#039;child&#039; apps (DS Download Play is not implemented), without the hassle of constantly re-navigating the normal Download Play interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Network Settings ==&lt;br /&gt;
[[File:Netsetscnsht.jpg|250px|thumb|right|Network Settings Screenshots]]&lt;br /&gt;
[[File:Netseticon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
This developer NAND application (00040000-0ff40702) allows the users to directly modify the following from any of the three possible network setting &#039;slots&#039;&lt;br /&gt;
&lt;br /&gt;
*Security Mode :(the wireless encryption the network is using) OPEN/WEP 40bit/WEP 104bit/128bit/WPA TKIP/WPA2 TKIP/WPA AES/WPA2 AES&lt;br /&gt;
&lt;br /&gt;
*SSID :(self-explanitory) maximum 32 characters&lt;br /&gt;
&lt;br /&gt;
*KEY :(the key for the encrytion is here in plain text) the maximum length depends on encryption type&lt;br /&gt;
&lt;br /&gt;
*AutoDNS :(whether the 3DS obtains the DNS automatically or not) |True-3DS obtains the DNS automatically|False-3DS uses the DNS server address provided by the user(it is possible to edit this here)|&lt;br /&gt;
&lt;br /&gt;
At the bottom of the setting options there are two choices:&lt;br /&gt;
&lt;br /&gt;
*Write Setting &amp;amp; Connect Test To AP - Applies the settings above and performs a connection test(note any settings made in system settings for this connection, which are not present in the above settings will be nullified, for example any proxy server settings)&lt;br /&gt;
&lt;br /&gt;
*Remove Setting - removes all settings for this &#039;slot&#039;&lt;br /&gt;
&lt;br /&gt;
The system must be rebooted to exit this app.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SaveDataFiler ==&lt;br /&gt;
[[File:Saveflicon.png|||left]]&lt;br /&gt;
[[File:Saveflscnsht.jpg|250px|thumb|right|SaveDataFiler Screenshots]]&lt;br /&gt;
&lt;br /&gt;
This 3DS developer NAND application (00040000-0ff40a02) allows save files and extdata to be exported and imported from an SD Card. The window has three tabs:&lt;br /&gt;
&lt;br /&gt;
*User - This is where saves for 3DS-mode installed and cartridge applications can be exported to the SD Card. After the initial release, button combinations for deleting the entire save archive or resetting the [[Anti Savegame Restore|secure value system]] for the selected title were added. The selected save archive can also be browsed by pressing A.&lt;br /&gt;
The entire save or individual files can be deliberately corrupted.&lt;br /&gt;
&lt;br /&gt;
*ExtData - This is where application extdata can be deleted or exported to the SD Card for later use&lt;br /&gt;
&lt;br /&gt;
*SD - This is where backups created through the first two tebs can be re-imported (with the options of an automatic target selection, or explicitly choosing the SD or the Game Card). Exported data can also be deleted here.&lt;br /&gt;
&lt;br /&gt;
Applications are listed only by Unique Id. TWL-mode software is ignored by this application, while GBA-mode apps will always be shown as not ever having saved (&amp;quot;broken&amp;quot; and highlighted in red).&lt;br /&gt;
&lt;br /&gt;
User save data is exported to sdmc:/filer/UserSaveData/YYYYMMDD(Hour)(Minute)(Second)&lt;br /&gt;
&lt;br /&gt;
It creates a folder in that path and 3 files. The 2 files exported to the above path are &amp;lt;uniqueID&amp;gt;.dat and &amp;lt;uniqueID&amp;gt;_.dat while a folder named /&amp;lt;uniqueID&amp;gt;/ in that path contains &amp;lt;ExHeader Name&amp;gt;.dat&lt;br /&gt;
&lt;br /&gt;
Pressing L+R+Start will, after confirmation, delete all [[Shared Extdata]]. Home Menu will crash if returned to before rebooting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CTR MenuSelector ==&lt;br /&gt;
[[File:MenuSelector.png|120px|thumb|right|Menu Selector Screenshot]]&lt;br /&gt;
[[File:Menuselectoricon.jpg|||left]]&lt;br /&gt;
&lt;br /&gt;
This system NAND application (00040010-0ff40b02) when loaded can change the current &#039;Active Menu&#039;(being used at the moment) by editing the menu TID [[Config_Savegame|configuration]] field, allowing the user to choose between the [[Home Menu]] or the [[3DS Development Unit GUI#Test Menu|Test Menu]], as the menu loaded by the [[NS]] module. &lt;br /&gt;
&lt;br /&gt;
It also features a basic [[System Font|font]] test.&lt;br /&gt;
&lt;br /&gt;
With the release of SDK 1.1.0, this application was superseded by the introduction of the &amp;quot;Menu&amp;quot; choice in the [[3DS Development Unit Software#Config|Config Menu]] and consequently removed as a standard application.&lt;br /&gt;
&lt;br /&gt;
== CecBoxTool ==&lt;br /&gt;
Streetpass backup and restore tool, can also delete boxes (disable [[StreetPass]] for a given software), check the number of contents of the inbox and outbox for any given box (or all of them), or reset the MAC filter.&lt;br /&gt;
&lt;br /&gt;
NAND application (00040000-0ff41602)&lt;br /&gt;
&lt;br /&gt;
== CecLotCheckTool ==&lt;br /&gt;
[[File:Ceclotscnsht.jpg|250px|thumb|right|CecLotcheckTool Screenshot]]&lt;br /&gt;
[[File:Cecloticon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
This NAND application (00040000-0f800902) is used to manage CECs (Chance Encounter Communications, AKA StreetPass) for any of the twelve possible applications registered for StreetPass, if there are any.&lt;br /&gt;
&lt;br /&gt;
The BOXes are individual applications which are permitted by the user to use CECs, such as StreetPass Mii Plaza or Nintendo 3DS Sound. And as such, the boxes in this application correspond to the applications in &#039;StreetPass Management&#039;, in &#039;System Settings&#039; (StreetPass Management is accessible from retail 3DSs). The functions of this application:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;Y&amp;gt; BOX Options - this opens up a sub menu with the following options(when hovering over Nintendo 3DS Sounds BOX - the only one I can test the app with):&lt;br /&gt;
&lt;br /&gt;
*Box Info - Gives the Out-Box parameters [[File:Boxinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Message Info (OUT-BOX) - Gives the Message Parameters For the current BOX [[File:Mesinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dummy Message Settings - Not quite sure what the options do here [[File:Dummesinf.jpg|250px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;A&amp;gt; Create Dummy BOXes - Creates dummy BOXes to fill any unused slots. (does not overwrite any present slots)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;X&amp;gt; Delete BOXes - Deletes all of the BOXes from the slots.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;START&amp;gt; CEC Filter Reset - Resets 8-hour per source rate limit. The [[CECD|StreetPass driver]] runs a [[Configuration_Memory#ENVINFO|ENVINFO]] check to verify independently whether the console is not retail before applying this.&lt;br /&gt;
&lt;br /&gt;
== BossLotCheckTool ==&lt;br /&gt;
[[File:Bosslcscnsht.png|100px|thumb|right|BossLotCheckTool Screenshot]]&lt;br /&gt;
[[File:Bosslcicon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
This application (00040000-0ff40e00) is used to manage BOSS (SpotPass) tasks/data for 3DS titles which utilise BOSS communications. &#039;Pokedex&#039; is an application which utilizes BOSS comunications. This application also displays the 3DS&#039;s friend code, although this code is not to be confused with the 3DS&#039;s Friend Card code found in &#039;Friends List&#039;. The user can browse by unique ID the 3DS titles(excluding system titles) registered to use BOSS. For each title you can view details about the downloaded &#039;NsData&#039; which accompanies BOSS downloads, view the BOSS task lists (implies applications can perform more than one BOSS task). You can also view various details about each BOSS task, including:&lt;br /&gt;
&lt;br /&gt;
 TaskStatus : DONE?&lt;br /&gt;
 TaskExecCount : How many times the BOSS task has been executed&lt;br /&gt;
 TaskExecInterval : Period of time (in seconds) in the task is to be executed, in intervals&lt;br /&gt;
 TaskPriority : Is a number value &lt;br /&gt;
 URL : The URL to the BOSS content&lt;br /&gt;
 AP Info : NONE?&lt;br /&gt;
 TaskResultCode : Success or not&lt;br /&gt;
 HTTP_StatusCode : Self explanatory &lt;br /&gt;
 DataSize : Size of Content (in bytes)&lt;br /&gt;
 Last_Modified : Last time the BOSS content (on server) was modified&lt;br /&gt;
 StartTime : when the BOSS task was registered&lt;br /&gt;
 OptOut : Whether the user can/has opted out of BOSS communication for this task&lt;br /&gt;
 &lt;br /&gt;
 It also possible to manually execute the BOSS task from here&lt;br /&gt;
&lt;br /&gt;
== Stereo Camera Calibrator ==&lt;br /&gt;
[[File:Stecamscnsht.png|100px|thumb|right|Stereo Camera Calibrator Screenshot]]&lt;br /&gt;
[[File:Stecamicon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
The Stereo Camera Calibrator (00040000-0ff40600), in a nutshell, allows the user to adjust the configuration of the outer cameras in relation to each other. It can be configured automatically by positioning the 3DS a set distance away from a special chart. It can also be configured manually, by setting the rotation of each camera image and the size of the right eye camera. The 3D effect can be perceived by superimposing the right eye camera image translucently with the left eye camera image or by viewing the 3D image directly by use of the parallax barrier in the 3DS Screen. &lt;br /&gt;
&lt;br /&gt;
== SdCardDebugUtility ==&lt;br /&gt;
&amp;lt;!--[[File:SdCardDebugUtilityIcon.png|||left]]--&amp;gt;&lt;br /&gt;
A multipurpose application (00040000-07fffa00) which can:&lt;br /&gt;
&lt;br /&gt;
* Fill most free space on the SD card.&lt;br /&gt;
* Create some sample 2D or 3D pictures.&lt;br /&gt;
* Create empty [[Nintendo 3DS Sound|voice memos]].&lt;br /&gt;
* Launch the picker applets for the former media (neither canceling nor actually selecting a file have any effect).&lt;br /&gt;
* Create dummy SpotPass tasks.&lt;br /&gt;
&lt;br /&gt;
== FragDisk ==&lt;br /&gt;
This SD application (00040000-0ff41800) creates many small files on the SD card, then deletes one out of every two to fragment the free space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Friend Add Tool ==&lt;br /&gt;
&amp;lt;!--[[File:FriendAddToolIcon.png|||left]]--&amp;gt;&lt;br /&gt;
The purposes of this tool (00040000-0fe04000) are deleting all friends and/or filling the Friend List with dummy FCs, or with ones loaded from friend_code.txt on the root of the SD card.&lt;br /&gt;
&lt;br /&gt;
This file must contain 1-100 friend codes, one per line. Digits may be grouped at the user&#039;s discretion with spaces, dashes, or nothing.&lt;br /&gt;
&lt;br /&gt;
== Friend Testing Partner ==&lt;br /&gt;
[[File:Ftestpscnsht.png|250px|thumb|right|Friend Testing Partner Screenshot]]&lt;br /&gt;
[[File:Ftestpicon.png|||left]]&lt;br /&gt;
&lt;br /&gt;
The Friend Testing Partner application (00040000-0fe00c00) is used to test/monitor the 3DS&#039;s Friend List function. It allows the user to test various functions of the 3DS&#039;s out-going Friend Card, by giving the following options:&lt;br /&gt;
*Master Control - (RUN/STOP) (STOP is the default setting) when ‘STOP’ is selected the 3DS Friend Card uses the user’s settings/data. When ‘RUN’ is selected  the 3DS Friend Card uses the dummy settings/data chosen to test from the settings bellow.&lt;br /&gt;
&lt;br /&gt;
*Login/Logout - (ON/OFF) (ON is the default setting) What effect this has on the Friend Card is not known&lt;br /&gt;
&lt;br /&gt;
*Playing Title - (ON/OFF) (ON is the default setting) When ‘ON’ is selected the currently used title is ignored and a dummy applications are cycled through as the ‘Playing Title’ approximately every ten seconds in its place. The dummy applications used are the applications found in Firmware version 1.0.0-0 of a retail 3DS including the ‘Nintendo Zone viewer’ app. When ‘OFF’ is selected the currently used title (which is the Friend Testing Partner app) is used as the ‘Playing Title’&lt;br /&gt;
&lt;br /&gt;
*Mode Description - (ON/OFF) (ON is the default setting) When ‘ON’ is selected the Software in Use(Playing Title) is accompanied by the Date and Time found on that user’s 3DS. The Mode Description is refreshed every ten or so seconds. When ‘OFF’ is selected the date and time on the user’s 3DS is not displayed.&lt;br /&gt;
&lt;br /&gt;
*Message - (ON/OFF) (ON is the default setting) When ‘ON’ is selected the message made by the user is replaced(not overwritten as it reverts back to the user’s choice when this is ‘OFF’) by the current date and time in the format “YYYYMMDD HHMMSS”, this is refreshed every ten or so seconds.&lt;br /&gt;
&lt;br /&gt;
*Mii - (ON/OFF) (ON is the default setting) When &#039;ON&#039; the currently used Mii is replaced with one of 4 dummy Miis and cycles them through every ten seconds with a new dummy mii. This effect can only be seen from another 3DS not the host&lt;br /&gt;
&lt;br /&gt;
*Favorite Title (ON/OFF) (ON is the default setting) When &#039;ON&#039; is selected, the user’s favorite title is replaced with a dummy, which is replaced every 10 or so seconds. &lt;br /&gt;
Also this application allows the user to monitor the whether the 3DS is online or not and whether the 3DS’s Friend Presence is online or offline. Every time a dummy setting is refreshed it is displayed on the top screen with a time stamp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Coin Setter ==&lt;br /&gt;
[[File:Coinsticon.png|||left]]  &lt;br /&gt;
[[File:Coinstscnsht.png|100px|thumb|right|Game Coin Setter Screenshot]]&lt;br /&gt;
&lt;br /&gt;
This application (00040000-0ff40d00) is used to set the Play Coin count on the 3DS. Obviously this was created so a developer can test parts of their game in which the player can exchange earned play coins for in-game content or similar. It has a very simple interface showing the current play coin count and the adjustable option, the target coin count. These are the controls with explanation of each:&lt;br /&gt;
&lt;br /&gt;
*LEFT/RIGHT - using the D-pad only to adjust the &#039;Target Count&#039; to a number between 0-300.&lt;br /&gt;
&lt;br /&gt;
*A - Sets the &#039;Current Count&#039; (amount of play coins the system has) to the user selected &#039;Target Count&#039; (the user specified amount of play coins)&lt;br /&gt;
&lt;br /&gt;
*L+R+X - &amp;quot;Preclude today&#039;s Increment&amp;quot; Sets byte 6 of [[Extdata#Shared_Extdata_0xf000000b_gamecoin.dat|the play coin database]] so that no coins will be earned through walking for the current day anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PedometerHistoryChanger ==&lt;br /&gt;
A tool (00040000-0ff30300) to preview on-screen, or export to SD, pedometer data.&lt;br /&gt;
&lt;br /&gt;
The format of PedometerExport.csv is: year,month,day,hour,steps during that hour.&lt;br /&gt;
&lt;br /&gt;
Data can be read from an equally formatted PedometerImport.csv, replacing the entire pre-existing history or only conflicting hours at the user&#039;s discretion. History on internal storage can be cleared, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IR Communication Checker ==&lt;br /&gt;
This application has title ID 00040000-0f804900 and cannot be closed (apart from forcing a power cycle).&lt;br /&gt;
&lt;br /&gt;
Counts data seen by the infrared port. It doesn&#039;t have to be valid, as it happily measures a camera flash...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== EcDevTool ==&lt;br /&gt;
&amp;lt;!--[[File:EcDevToolIcon.png|||left]]--&amp;gt;&lt;br /&gt;
This multipurpose tool (00040000-0ff41b00) provides several features propedeutical to simulating software sales:&lt;br /&gt;
&lt;br /&gt;
* Add balance: self explanatory, not functional on the production eShop server&lt;br /&gt;
* Delete title right: Local and (apparently) server-side [[ticket]] uninstaller&lt;br /&gt;
* Delete eshop account: self explanatory, not functional on the production eShop server&lt;br /&gt;
* Change country - apply a country change without going through the multiple warnings present in the retail eShop app&lt;br /&gt;
* Change tax address - zipcode entry (USA and Canada only). &lt;br /&gt;
&lt;br /&gt;
== Dummy Nintendo eShop ==&lt;br /&gt;
This region-specific application exists to debug &amp;lt;code&amp;gt;API( JumpToEshop() )&amp;lt;/code&amp;gt; on the 3DS. This was created so a developer can test parts of their game in which the player can preview or purchase titles within a game. It is mainly used in conjunction with Downloadable content. It has a very simple interface showing the reason for its existence and controls for exiting to the home menu or finalizing the Dummy Shop. The Dummy Nintendo eShop also shares the same Title ID and Unique ID as the Retail Nintendo E-Shop.&lt;br /&gt;
[[File:INdummyshop.png|100px|thumb|right|SDK 7 DummyEshop Screenshot]]&lt;br /&gt;
[[File:dummyshop.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FangateFwUpdater ==&lt;br /&gt;
&amp;lt;!--[[File:FangateUpdaterIcon.png|||left]]--&amp;gt;&lt;br /&gt;
00040000-0ff41f00 is a tool for updating or destroying (thus enabling downgrade of) the external NFC reader/writer&#039;s firmware. This tool cannot be used with SNAKE development devices or SNAKE development tools. It operates only with CTR development devices and CTR development tools.&lt;br /&gt;
&lt;br /&gt;
== NoftWriter ==&lt;br /&gt;
&amp;lt;!--[[File:NoftWriterIcon.png|||left]]--&amp;gt;&lt;br /&gt;
(00040000-0f807f00) Browse the SD card for Amiibo images, and flash them to non-locked tags. After programming, the tag may be left locked or not at the user&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
== NfpSdmcTool ==&lt;br /&gt;
(00040000-0ff42100) Can read, write, and modify NFP tag data.&lt;br /&gt;
&lt;br /&gt;
== NfpManager ==&lt;br /&gt;
&amp;lt;!--[[File:NfpManagerIcon.png|||left]]--&amp;gt;&lt;br /&gt;
A multipurpose Amiibo tool, having the title ID of 00040000-0ff41e00.&lt;br /&gt;
&lt;br /&gt;
The eventual connection to an external NFC adapter, to the Amiibo, and to its contents can all be enabled or disabled separately.&lt;br /&gt;
&lt;br /&gt;
Amiibo data (owner, save file, or both) can be deleted or replaced.&lt;br /&gt;
&lt;br /&gt;
The local NAND backup of scanned Amiibos can be deleted too.&lt;br /&gt;
&lt;br /&gt;
== NfpUtility ==&lt;br /&gt;
&amp;lt;!--[[File:NfpUtilityIcon.png|||left]]--&amp;gt;&lt;br /&gt;
A simplified, bulk Amiibo checker (00040000-0ff42000)&amp;lt;!--420 blaze it--&amp;gt;: just hold a supported tag over the NFC reader to view a summary of its character identity and owner info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UdsLocalIdChecker ==&lt;br /&gt;
A scanner for local, console-to-console networks. Its title ID is 00040000-0ff3ff00.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TWL Development Tools ==&lt;br /&gt;
&lt;br /&gt;
These are DSi/DS mode development tools repackaged into a [[CIA]], for installing to the TWL NAND.&lt;br /&gt;
&lt;br /&gt;
=== NINTENDO DS - WMtest ===&lt;br /&gt;
[[File:Wmtestscnsht.jpg|300px|thumb|right|WMtest Screenshot]]&lt;br /&gt;
[[File:Wmtesttool.png|||left‎]]&lt;br /&gt;
&lt;br /&gt;
This application is a TWL(DSi) application compiled for use on the 3DS. It is an wireless test tool with its uses explained below:&lt;br /&gt;
&lt;br /&gt;
*Scan Test - Scans Wireless channels 1-13 (can be focused on one specific channel) for broadcasting stations. It can detect two types of broadcasting stations:&lt;br /&gt;
&lt;br /&gt;
:Wifi Access Points - Giving the Mac Address, Broadcasting Channel, &#039;c&#039;, and the SSID&lt;br /&gt;
&lt;br /&gt;
:DS Stations such as DS Download stations and Pokemon distributors - Giving the Mac Address, Brodcasting Channel, TGID and GGID&lt;br /&gt;
&lt;br /&gt;
*ScanEx Test - and has two Scan Types. Passive which lets you individually scan channels 1-13 (only one at at time) and the DS distribution channels (1,7,13 all at once). And Active which scans all 13 channels at once. when it finds a channel it prints on the bottom screen next to &#039;Found&#039; &#039;bssDescCount=&#039;&lt;br /&gt;
&lt;br /&gt;
*MeasureChannel Test - not quite sure what this does but it for a given channel it gives a ratio(in percentage form), which it finds in its allocated test time ranging from 10ms to 1000ms. And for every interval of time which is specified, it tests and gives a ratio.&lt;br /&gt;
&lt;br /&gt;
*Noise Mode - Seeks wireless channels in which to make wireless noise (This is not made very clear on the app). You can specify the:&lt;br /&gt;
&lt;br /&gt;
Channel where the scanner will seek to make noise&lt;br /&gt;
&lt;br /&gt;
Noise Rate, ranging from 0% to 100%&lt;br /&gt;
&lt;br /&gt;
Frequency, ranging from 10ms to 50ms&lt;br /&gt;
&lt;br /&gt;
Seek Mode, ranging from 1000ms to 1500ms&lt;br /&gt;
&lt;br /&gt;
When the settings are chosen the top screen has two counters which display &#039;Noise ON count&#039; and &#039;Noise OFF count&#039; the counters are affected by the noise rate. Starting at 0% the &#039;Noise ON count&#039; does not change but as the Noise rate gets closer to 100% the count moves and gets faster as Noise rate reaches 100%. For &#039;Noise OFF count&#039; it is the exact opposite to the &#039; Noise ON count&#039; in regards to counting.&lt;br /&gt;
&lt;br /&gt;
=== TWLNandFiler ===&lt;br /&gt;
&lt;br /&gt;
Browse, export, delete and import save archives from TWL Nand. Includes a basic hex viewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=NW4C=&lt;br /&gt;
NintendoWare for CTR is comprised of tools that deal with creating effects, fonts, models, layouts, sound, and text. There are CTR versions of some of the viewers.&lt;br /&gt;
&lt;br /&gt;
==H3D Model Viewer==&lt;br /&gt;
[[File:H3Dscrnshot.png|180px|thumb|right|H3D Viewer Screenshot]]&lt;br /&gt;
[[File:H3Dicon.png|||left]]&lt;br /&gt;
[[File:ModelViewericon.png|||left]]&lt;br /&gt;
[[File:ModelViewer.png|100px|thumb|right|3DS Model Viewer Screenshot]]&lt;br /&gt;
&lt;br /&gt;
Used for viewing Binary CTR Models (.bcmdl): the model can be viewed from any angle or scale, the perspective is controlled by the circle pad and directional buttons.&lt;br /&gt;
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Models need to be loaded into memory through Host IO, so this application is only usable for its intended purpose on a CTR-PARTNER (Capture-)Debugger; on a CTR-PARTNER Capture or Test Units, the model is restricted to three coloured lines depicting the 3 dimensions (x,y,z).&lt;br /&gt;
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There is also a Windows port of this program, running in a specialized proprietary emulator.&lt;br /&gt;
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==Layout Viewer==&lt;br /&gt;
[[File:LYTscrnshot.png|180px|thumb|right|Layout Viewer bottom screen]]&lt;br /&gt;
[[File:LYTicon.png|||left]]&lt;br /&gt;
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Used for viewing Binary CTR Layouts (.bclyt). It is used with CTR-PARTNER to load layouts into RAM.&lt;br /&gt;
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==Effect Viewer==&lt;br /&gt;
[[File:EFTscrnshot.png|180px|thumb|right|EffectViewer4C Screenshot]]&lt;br /&gt;
[[File:EFTicon.png|||left]]&lt;br /&gt;
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=System Updaters=&lt;br /&gt;
[[File:CSUscrnshot.png|300px|thumb|right|CSU Screenshot]]&lt;br /&gt;
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There are two kinds of system updaters for dev (panda) units, CTR System Updater (CSU) and SNAKE System Updater. As the names imply, the former is for original 3DS and the latter is for New 3DS. They are used to update the panda unit&#039;s &#039;firmware&#039;/SDK Version. The romfs of the CSU contains the contents that will be installed to NAND. They contain all system titles as well as Devmenu and Config.&lt;br /&gt;
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[[Category:3DS Development Unit Related Pages]]&lt;/div&gt;</summary>
		<author><name>DanTheMan827</name></author>
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