Icon.bin

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Revision as of 22:33, 25 April 2009 by Remark (talk | contribs)
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These are the banners you'll see in various places in the System Menu. They have the dimension 32x32 pixels.

These are converted by a tool bLAStY wrote. Icon files were supplied by loopy.

Basic File Structure

Start Length Description
0x0000 2 File Version/Magic (should be 0x0301)
0x0002 2*4 4 CRC checksums (polynominal 0x6000 or 0xA001)
0x000A 22 Padding (00's)
0x0020 512 Default Bitmap
0x0230 32 Palette for above
0x0250 256*8 Application Title (in 8 languages), wide chars
0x0A40 2048 Padding (00's)
0x1240 512*8 8 Bitmaps (for animation)
0x2240 32*8 8 Palettes
0x2340 80 Animation Sequence

Languages (in correct order) are: Japanese, English, French, German, Italian, Spanish, Unknown, Unknown.

Animation Sequence

The sequence is represented by 2-byte tokens, in the following format (we're now talking bits, from left to right):

Length Description Mask
1 Flip Vertically 0x8000
1 Flip Horizontally 0x4000
3 Palette Index 0x3800
3 Bitmap Index 0x0700
8 Frame Duration (in frames) 0x00FF

Both bytes being zero indicates the end of the sequence. If the first token is zero, the non-animated default image is shown.

Bitmap Format

The bitmap is tiled 8x8 pixels (Nintendo tends to do this). Each pixel contain 4 bits of data, being the index into the palette specified by the current sequence-token.

The Palettes

Each color in the palette is in the standard 2-byte RGB5551 format (used since GBA).

The conversion to RGB888 is made like this (C):

 u8 r = (color      ) & 0x1f;
 u8 g = (color >>  5) & 0x1f;
 u8 b = (color >> 10) & 0x1f;
 r <<= 3;
 g <<= 3;
 b <<= 3;