Difference between revisions of "SMDH"

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== Flags ==
 
== Flags ==
  
This is where the application [[Home Menu]] flags exist. It is important to note, only the Home Menu uses these flags
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This is where the application [[Home Menu]] flags exist. Most of these flags are only used by [[Home Menu]].
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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For example, if the Match Maker ID was '12345678' and the Match Maker BIT ID was '1234567891234567', the flags would be '78 56 34 12' and '67 45 23 91 78 56 34 12' respectively
 
For example, if the Match Maker ID was '12345678' and the Match Maker BIT ID was '1234567891234567', the flags would be '78 56 34 12' and '67 45 23 91 78 56 34 12' respectively
  
=== Bit Flags ===
+
=== Bitmask Flags ===
  
This flag has multiple flags, packed into one byte. By use of addition the flags are combined:
+
Multiple flags are packed into this single byte.
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
|-
 
|-
 
!  FLAG
 
!  FLAG
!  VALUE
+
BITMASK VALUE
 
|-
 
|-
 
|  Visibility Flag (always present)
 
|  Visibility Flag (always present)
01
+
0x01
 
|-
 
|-
 
|  [[Home Menu#Auto-Boot Kiosk Function|Auto-boot]] this title? (Game Card titles only?)  
 
|  [[Home Menu#Auto-Boot Kiosk Function|Auto-boot]] this title? (Game Card titles only?)  
02
+
0x02
 
|-
 
|-
 
|  Allow use of 3D? (For use with parental Controls. An application can use the 3D affect, even when this flag isn't set)
 
|  Allow use of 3D? (For use with parental Controls. An application can use the 3D affect, even when this flag isn't set)
04
+
0x04
 
|-
 
|-
 
|  Require accepting CTR EULA?
 
|  Require accepting CTR EULA?
08
+
0x08
 
|-
 
|-
 
|  Autosave on exit?
 
|  Autosave on exit?
10
+
0x10
 
|-
 
|-
 
|  Uses an [[Extended Banner]]?
 
|  Uses an [[Extended Banner]]?
20
+
0x20
 
|-
 
|-
 
|  [[SMDH#Region Specific Game Age Ratings|Region game rating]] required?
 
|  [[SMDH#Region Specific Game Age Ratings|Region game rating]] required?
40
+
0x40
 
|-
 
|-
 
|  Uses save data?
 
|  Uses save data?
80
+
0x80
 
|}
 
|}
 
   
 
   
For example, if we wanted an application to use the 3D effect, autosave on exit and use save data. The combined flag would be '95' (01+04+10+80) (This is a hex value)
+
For example, if we wanted an application to use the 3D effect, autosave on exit and use save data. The combined flag would be 0x95: (0x01 | 0x04 | 0x10 | 0x80)
  
 
=== 'Optimal Animation Default Frame' (for BNR) ===
 
=== 'Optimal Animation Default Frame' (for BNR) ===
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=== CEC (StreetPass) ID ===
 
=== CEC (StreetPass) ID ===
  
With a size of 4 bytes this represents the applications CEC ID. For example if the ID was '12345678' the flag would be '78 56 34 12'
+
This u32 represents the application CEC ID. This is likely loaded by applications for use with the CEC services as well.
  
 
== Icon graphics ==
 
== Icon graphics ==

Revision as of 19:53, 15 October 2012

This page describes the format of the icon stored at CXI ExeFS:/icon and CIA icons. The size of icons is 0x36c0 bytes. The CXI icon is displayed by Home Menu and System Settings(3DS Software Management), while CIA icons are dummies and not yet utilised by Dev 3DS' (at rev 40909).

Format

OFFSET SIZE DESCRIPTION
0x00 0x04 Magic 'SMDH'
0x04 0x04 Reserved
0x8 0x1600 11 application titles structs, each 0x200 bytes
0x1608 0xA00 Reserved
0x2008 0x30 Flags
0x2038 0x8 Reserved
0x2040 0x1680 Icon graphics

Application Titles

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

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

The languages by order of appearance:

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

Flags

This is where the application Home Menu flags exist. Most of these flags are only used by Home Menu.

START SIZE DESCRIPTION
0x2008 0xA Region Specific Game Ratings (For use with Parental Controls)
0x2018 0x4 BNR Region (Used For Region Locking)
0x201C 0xC Match Maker IDs (Online Play)
0x2028 0x1 Combined Flag (Various Flags)
0x2032 0x2 'Optimal Animation Default Frame' (for BNR)
0x2034 0x4 CEC (StreetPass) ID (So the Home Menu knows which application icon to show the 'Green' CEC notification for)

Region Specific Game Age Ratings

These flags tell the 3DS the 'Age Rating' of the software for the below regions:

START SIZE DESCRIPTION
0x2008 0x1 CERO (Japan)
0x2009 0x1 ESRB (USA)
0x200B 0x1 USK (German)
0x200C 0x1 PEGI GEN (Europe)
0x200E 0x1 PEGI PRT (Portugal)
0x200F 0x1 PEGI BBFC (England)
0x2010 0x1 COB (Australia)
0x2011 0x1 Unknown/Unused

These flags are generated by converting the age rating to a hex value and then adding it to '80'. For example if '7 years' was the rating, then the flag would be '87'(this is a hex value). The unknown/unused rating is only has a value when the BNR is for 'All Regions'. Also if Game Ratings are not used, when selecting a region for the BNR, it generates random Game Age Ratings for all regions.

BNR Region

This flag is what the Home Menu uses in order to determine the Region Lockout of a title.

REGION VALUE
All Regions (No region restrictions) 7F FF FF FF
Japan 00 00 00 01
North America 00 00 00 02
Europe 00 00 00 0C
Korea 00 00 00 20
Taiwan 00 00 00 40
China 00 00 00 50

Match Maker IDs

These IDs are an application's online gaming IDs.

START SIZE DESCRIPTION
0x201C 0x4 Match Maker ID
0x2020 0x8 Match Maker BIT ID

For example, if the Match Maker ID was '12345678' and the Match Maker BIT ID was '1234567891234567', the flags would be '78 56 34 12' and '67 45 23 91 78 56 34 12' respectively

Bitmask Flags

Multiple flags are packed into this single byte.

FLAG BITMASK VALUE
Visibility Flag (always present) 0x01
Auto-boot this title? (Game Card titles only?) 0x02
Allow use of 3D? (For use with parental Controls. An application can use the 3D affect, even when this flag isn't set) 0x04
Require accepting CTR EULA? 0x08
Autosave on exit? 0x10
Uses an Extended Banner? 0x20
Region game rating required? 0x40
Uses save data? 0x80

For example, if we wanted an application to use the 3D effect, autosave on exit and use save data. The combined flag would be 0x95: (0x01 | 0x04 | 0x10 | 0x80)

'Optimal Animation Default Frame' (for BNR)

Purpose of this flag: If using an animated BNR, it's the most representative frame for the animation.

OPTIMAL ANIMATION DEFAULT FRAME VALUE
0 00 00
1 3F 80
2 40 00
3 40 40
4 40 80
5 40 A0
6 40 C0

Flag Pattern: ???

CEC (StreetPass) ID

This u32 represents the application CEC ID. This is likely loaded by applications for use with the CEC services as well.

Icon graphics

At offset 0x2040, there are two icons:

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

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

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

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

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

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

If the buffer is like this:

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

Then the image would look like this:

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