Difference between revisions of "SMDH"
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m (→Region Specific Game Age Ratings: Removed irrelevant info. P.S. Yes Elisherer, I did mean 'byte[0]'.) |
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− | These are generated by converting the age rating(decimal) to a hex value and then adding it to '0x80'. For example if '7 years' was the rating, then the flag would be 0x87 | + | These are generated by converting the age rating(decimal) to a hex value and then adding it to '0x80'. For example if '7 years' was the rating, then the flag would be 0x87. |
=== Region Lockout === | === Region Lockout === |
Revision as of 15:59, 12 March 2013
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' (as of rev 47586).
Format
OFFSET | SIZE | DESCRIPTION |
---|---|---|
0x00 | 0x04 | Magic 'SMDH' |
0x04 | 0x04 | Reserved |
0x8 | 0x2000 | 16 application titles structs, each 0x200 bytes |
0x2008 | 0x30 | Application Settings |
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 16 app title structs(currently only 11 are used), 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
Application Settings
Most of these flags are only used by the Home Menu. All of these are represented in SMDH files in little endian. But when documented below, the tables represent values in big endian.
START | SIZE | DESCRIPTION |
---|---|---|
0x2008 | 0x10 | Region Specific Game Ratings (For use with Parental Controls) |
0x2018 | 0x4 | Region Lockout |
0x201C | 0xC | Match Maker IDs (Online Play) |
0x2028 | 0x8 | Flags |
0x2030 | 0x4 | '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) |
0x200A | 0x1 | Reserved |
0x200B | 0x1 | USK (German) |
0x200C | 0x1 | PEGI GEN (Europe) |
0x200D | 0x1 | Reserved |
0x200E | 0x1 | PEGI PRT (Portugal) |
0x200F | 0x1 | PEGI BBFC (England) |
0x2010 | 0x1 | COB (Australia) |
0x2011 | 0x1 | Reserved For Future Use |
0x2012 | 0x1 | Reserved |
0x2013 | 0x1 | Reserved For Future Use |
0x2014 | 0x1 | Reserved For Future Use |
0x2015 | 0x1 | Reserved |
0x2016 | 0x1 | Reserved For Future Use |
0x2017 | 0x1 | Reserved For Future Use |
These are generated by converting the age rating(decimal) to a hex value and then adding it to '0x80'. For example if '7 years' was the rating, then the flag would be 0x87.
Region Lockout
This flag is what the Home Menu uses in order to determine the Region Lockout of a title. This exists inside the ICN data as little endian. (In the table below they are presented in big endian)
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 |
Flags
These are a collection of bit-mask flags.
INDEX | DESCRIPTION |
---|---|
0 | See Table Below |
1 | Unknown - Usually 0x01(Some Dev Apps have this set to 0x00) |
2 | Unknown/Unused |
3 | Unknown/Unused |
4 | Unknown/Unused |
5 | Unknown - Usually 0x01 |
6 | Unknown/Unused |
7 | Unknown/Unused |
Byte[0]
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.
This value is generated by taking an input value(default BNR frame) as a float, then representing it a hexadecimal array.
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 |