How to create DSi 3DS skins - Epicpkmn11/TWiLightMenu GitHub Wiki

The easiest way of customizing a theme is by editing the png textures in a theme's ui, battery, and/or volume folders. These files can be any png with one minor caveat in that only pixels that are 100% transparent will be rendered transparently, any other opacity will be drawn as fully opaque. Also, any part that is transparent in one of a set (ex. all the battery icons) should be transparent in all since transparent pixels are simply skipped rather than reverted to the background, so any part that is transparent in only some should have the background texture rather than transparency. These textures are allowed to vary in size, but may require tweaking of the theme configuration to render correctly (see below).

Changes to paletted textures are more involved. Within the grit and background_grit folders of a theme, the various image files may be edited. You will also require devkitPro's toolchains with GRIT installed. Once you have finished editing your files, you must run

$ make

in order to compile your themes into Grit RIFF Format. This will compile your paletted textures into .grf format in the grf folder. Do not make changes to the .grit files until you have read the advanced theming section below.

Be aware the paletted textures come with more restrictions than BMP textures, the primary being an absolute maximum of 16 colors per texture. However, some textures may have even tighter default palette restrictions, which can be modified at the risk of running out of palette memory (see below).

Theme file descriptions

The volume and battery textures are self explanatory.

Background textures (background_grit folder)

Texture Description
bottom The bottom background texture when not hovering over an icon
bottom_bubble The bottom background texture when hovering over an icon
bottom_ds For the 3DS theme, the bottom background texture when not hovering over an icon when on a DS lite
bottom_bubble_ds For the 3DS theme, the bottom background texture when hovering over an icon when on a DS lite
top The top background

Paletted textures (grit folder)

Texture Description Palette Restrictions (if less than 16)
bips The bips displayed on the bottom of the scrollbar (DSi Theme)
box The box texture, containing both full and empty textures (for DSi Theme)
box_empty The texture displayed for an empty box (3DS Theme) On the 3DS theme, the transparent color is #E0DAD9 by default
box_full The texture displayed for a box with an icon (3DS Theme) On the 3DS theme, the transparent color is #E0DAD9 by default
brace The brace texture shown past the first and last icon (DSi theme) 4 Colors
bubble The bottom bit of the bubble that draws over the start border or icon box 8 Colors
button_arrow The textures for the arrows on either side of bottom scrollbar (DSi Theme)
cornerbutton The buttons that are displayed on the SELECT menu (DSi Menu) (The name is based on an old use)
cursor The border with animation frames that indicate the selected icon (3DS Theme)
dialogbox The background of the dialog box that slides down
folder The icon for folders
icon_gb The icon for Game Boy games
icon_gba The icon for GBA games (All themes) and the top icon to launch GBARunner2 (3DS Theme) The default transparent color is #00FF00
icon_gbamode The icon for native GBA Mode
icon_gg The icon for Game Gear games
icon_manual The icon for the manual
icon_md The icon for Mega Drive games
icon_nes The icon for NES games
icon_plg The icon for DSTWO plugins
icon_settings The icon for Nintendo DSi Settings
icon_sms The icon for Sega Master System games
icon_snes The icon for SNES games
icon_unk The icon displayed when a game is missing an icon
launch_dot The dots displayed when a game is launched (DSi Theme)
moving_arrow The arrow displayed when a game is being moved (DSi Theme)
progress The progress loading animation with 8 frames 9 Colors
scroll_window The part of the scrollbar that indicates the icons that are in view 7 Colors
small_cart The icons displayed along the top (3DS Theme) and in the SELECT menu (DSi Theme)
start_border The border with animation frames that indicates the selected icon (DSi Theme)
start_text The text displayed for the start border on the (DSi Theme) 4 Colors
wirelessicons The icons displayed to indicate a game has wireless support 7 Colors

UI textures (ui folder)

Texture Description
date_time_font The font to display the date and time
Lshoulder The left shoulder
Lshoulder_greyed The left shoulder when there are no pages to the left
Rshoulder The right shoulder
Rshoulder_greyed The right shoulder when there are no pages to the right

Video texture (video folder)

3dsRotatingCubes.rvid is a Rocket Video file. For more information on converting videos to rvid, read Converting a video to .rvid on the Vid2RVID wiki. If you don't want this to be drawn you can simply delete it.

Fonts (font folder)

You can add custom fonts in NFTR (Nitro FonT Resource) format, these are not in the example themes, but you can download the default fonts from here. One utility you can use to edit NFTR files is Pk11's nftr-editor (works in any modern browser).

File Description
large.nftr The large font used for titles
small.nftr The smaller font used for most other text

Theme configuration

You may configure various options on how the theme is drawn in the theme.ini to accommodate larger sprites or textures.

Value Description Default (3DS) Default (DSi)
StartBorderRenderY The initial Y position of the Start Border 92 81
StartBorderSpriteW The width of the start border sprite. Note that the start border texture is exactly half of the full border. 32 32
StartBorderSpriteH The height of the start border sprite 64 80
TitleboxRenderY The initial Y position of the title text drawn 96 85
BubbleTipRenderY The Y position of the tip of the bubble that is drawn over the start border 98 80
BubbleTipRenderX The X position of the tip of the bubble that is drawn over the start border 125 22
BubbleTipSpriteH The height of the bubble tip sprite 7 8
BubbleTipSpriteW The width of the bubble tip sprite 7 11
RotatingCubesRenderY The Y position on the top screen to draw the rotating cubes 78 N/A
ShoulderLRenderY The Y position on the top screen to draw the left shoulder 172 172
ShoulderLRenderX The X position on the top screen to draw the left shoulder 0 0
ShoulderRRenderY The Y position on the top screen to draw the right shoulder 172 172
ShoulderRRenderX The X position on the top screen to draw the right shoulder 178 178
VolumeRenderX The X position on the top screen to draw the right shoulder 4 4
VolumeRenderY The Y position on the top screen to draw the volume icon 16 16
BatteryRenderY The Y position on the top screen to draw the battery icon 5 5
BatteryRenderX The X position on the top screen to draw the battery icon 235 235
RenderPhoto Whether or not to draw a photo on the top screen 0 1
StartTextUserPalette Assign the DSi Profile Theme to the palette of the start text N/A 1
StartBorderUserPalette Assign the DSi Profile Theme Palette to the palette of the start border N/A 1
ButtonArrowUserPalette Assign the DSi Profile Theme Palette to the palette of the arrow buttons on the bottom of the screen N/A 1
MovingArrowUserPalette Assign the DSi Profile Theme Palette to the palette of the arrow shown when moving icons N/A 1
LaunchDotsUserPalette Assign the DSi Profile Theme Palette to the palette of the launch dots N/A 1
DialogBoxUserPalette Assign the DSi Profile Theme Palette to the palette of the dialog box N/A 1

Advanced theming

Occasionally, you may require more than the default number of colors for some paletted textures. In such cases, you may modify the .grit compilation file for the texture to increase the size of the palette.

For example, in scroll_window.grit, you may edit -pn7 and change 7 to 16 for 16 colors. Be aware that if you remove the entire -pn line, you may encounter unexpected results.

Also note that the absolute maximum of 16 colors per texture is enforced in code and can not be modified. Even if you increase the number of palettes to above 16, no more than 16 colors worth of palette data will be loaded. With the amount of textures loaded in, there may not be enough palette memory to hold 16 colors worth of palettes for every texture. Keep this in mind when adjusting palette sizes.

Additionally, paletted textures must have dimensions that are a multiple of 2. Paletted textures sizes can not be changed except for bubble and start_border, which can have configurable sprite dimensions in theme.ini. However, note that doing so may have unexpected consequences.

Paletted textures are not checked for validity. An invalid texture should be rare if created with the provided makefile, but in certain cases a corrupted texture will cause the menu to not load at all.

Custom background music and sound fonts.

The DSi Menu and 3DS themes also support custom music. See Adding custom music / SFX for more details.