Homebrew [Tutorial] How to make a custom badge

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Also, is there a program out there that could generate these icon shapes from an on-screen GUI or an imported image file (where white pixels are made to equal 0 and colored pixels are set to F)? I'm not a programmer yet, but I would make something like that if I could...

Unfortunately for my sanity, there is not.
 
Could we use a method like this for editing images in other games? (e.g. Animal Crossing New Leaf TPC Card portrait editing, Pokemon Art Academy art editing) I tried using hex editing to replace my AC:NL portrait and I was able to extract my villager's picture, but injecting it back in after editing resulted in the AC:NL editor I used throwing an error at me. It'd be cool to mess with Miiverse by doing stuff like that, but I can't figure out how to fully edit them, so does anyone know?
 
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shape data can now be dumped and written :)
vi-XMVqc.png

Download




formula for bclim and shape I used is: (0x318F80 + ((0x2800 * BADGENUMBER) - BADGENUMBER)) and ((0x31AF80 + (0x2800 * BADGENUMBER) - BADGENUMBER))
bclim 0x2000 bytes and shape 0x800 bytes for reading and writing

now, bed time ... it's 4:47am o.O
Can't launch programm on Win8.1 RUS. How to fix?
 
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Last edited by Damin72,
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Could we use a method like this for editing images in other games? (e.g. Animal Crossing New Leaf TPC Card portrait editing, Pokemon Art Academy art editing) I tried using hex editing to replace my AC:NL portrait and I was able to extract my villager's picture, but injecting it back in after editing resulted in the AC:NL editor I used throwing an error at me. It'd be cool to mess with Miiverse by doing stuff like that, but I can't figure out how to fully edit them, so does anyone know?
Yeah it's possible with acnl
1447861978-mlwa77ujdwyfqfnwpt.jpeg
It work like my tutorial
 
hmmm, is anyone working on Shape editor/converter ?
I'm too stupid to load the data in correct way. Could need some help how to load the 3DS tiles from byte array to get the correct result.
For now I can load shape/png and convert shape <-> png. Of course not the correct format because I dont know what formula I have to use to read the byte array in C#.

this is how my little "not proper working" app look

vi-280DMz.png


so if anyone know how to solve the tiles array reading...feel free to let me know ^_^
 
Yeah it's possible with acnl
1447861978-mlwa77ujdwyfqfnwpt.jpeg
It work like my tutorial
Which tutorial? I couldn't find one.
Do you mean the one on this post? I didn't see anything in there that worked for ACNL.
I know how to get to my picture's offset and take the picture out, but I can't get it back in. Can you show how to do that?
 
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hmmm, is anyone working on Shape editor/converter ?
I'm too stupid to load the data in correct way. Could need some help how to load the 3DS tiles from byte array to get the correct result.
For now I can load shape/png and convert shape <-> png. Of course not the correct format because I dont know what formula I have to use to read the byte array in C#.

this is how my little "not proper working" app look

vi-280DMz.png


so if anyone know how to solve the tiles array reading...feel free to let me know ^_^
I do not know the formula for figuring it out, but I do know the general format:


(Yes, this was made in less than 5 minutes with paint; I don't have any fancier way of making images)
PatternInstructions.png


Each number represents ONE hex digit, as Steveice10 mentioned a few posts back (a single # is only one 0 or F, not an 00 or FF).
So this code:
CaptureHex.PNG

Would create a shape:
YahBoxes.png


Hope this helped!
 
Last edited by Mattshark,
The shading data is in the usual 3DS tiled format (some information on that here: http://3dbrew.org/wiki/SMDH#Icon_graphics). Each half-byte (single F or 0) represents 1 pixel.

While I'm at it, I'd like to point out that the image data is NOT a BCLIM. It's just raw pixel data in the tiled format, which ends up working with a matching BCLIM header attached.
So, this means I can do an 0F and get one invisible and one visible pixel?
 

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